<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.milestone();" name="Norrin Axebeard" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA"><Description height="5&apos;9&quot;-6&apos;4&quot;" weight="155-225 lb."><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="99000" alignment="Lawful Good" deity="Avandra" experience="83000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="male" level="17" name="Rogue" powersource="Martial" role="Striker" size="Medium" tier="Paragon" vision="Low-light"><Race description="Descended of humans and orcs, half-orcs are proud, strong, and agile." name="Half-Orc" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36"><Feature description="Have the furious assault power" name="Furious Assault" /><Feature description="Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you&apos;re bloodied during an encounter" name="Half-Orc Resilience" /><Feature description="+2 bonus to speed when charging" name="Swift Charge" /><Feature description="" name="Endurance Bonus" /><Feature description="" name="Intimidate Bonus" /></Race><Background description="" name="Early Life - Lost Everything" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=434"><Feature description="" name="Endurance class skill" /><Feature description="" name="Among Another Race (Dwarf)" /></Background><Class description="Stealthy, cunning, and deadly&#8212;you appear from out of nowhere to strike your enemies." name="Rogue" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=6"><Feature description="" name="First Strike" /><Feature description="" name="Rogue Tactics" /><Feature description="" name="Cunning Sneak" /><Feature description="" name="Sharpshooter Talent" /><Feature description="" name="Sharpshooter Talent (Crossbow)" /><Feature description="" name="Sneak Attack" /></Class><ParagonPath description="" name="Cloaked Sniper" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=181"><Feature description="When you spend action point to make ranged attack against foe granting combat advantage, add Sneak Attack damage (even if already dealt this round) and shift 1 if you hit" name="Sniper Action" /><Feature description="Crossbow range is +5/+10; hand crossbow is offhand weapon; &quot;load minor&quot; crossbow treated as &quot;load free&quot;" name="Crossbow Savant" /><Feature description="If armed with melee weapon in main hand, attacking with off-hand hand crossbow doesn&apos;t provoke opprtunity attacks" name="Versatile Combatant" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances necrotic="10" ongoing="6" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="108"><Factor abbreviation="Con" modifier="+16" name="Constitution" /><Factor abbreviation="Rogue 1" modifier="+12" name="Level 1 Rogue" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor 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="Rogue 17" modifier="+80" multiplied="5" multiplier="16" name="Level 17 Rogue" /></MaxHitPoints><BloodiedValue value="54"><Factor abbreviation="1/2 HP" modifier="+54" multiplied="108" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="9"><Factor modifier="+6" name="Rogue" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.surgeValueToHitPoints(27);" value="27"><Factor abbreviation="1/4 HP" modifier="+27" multiplied="108" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Half-Orc" /><Condition name="+2 Swift Charge" /></Speed><Initiative dice-class="dice1d20plus14Initiative" value="14"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Drowmesh" /><Factor modifier="+3" name="Armor of Resistance +3" /><Condition name="+6 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+3" name="Superior Fortitude fort" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor modifier="+1" name="Belt of Vim (heroic tier)" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="31"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Drowmesh" /><Factor modifier="+1" name="Boots of Quickness (heroic tier)" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+3" name="Superior Will" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor abbreviation="Wis mod" modifier="+5" 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="31"><Factor modifier="+21" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="23"><Factor modifier="+13" 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="dice1d20plus14Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="14"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus14Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="14"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="7"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="7"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus18Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="9"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus21Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="21"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus19Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="19"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="7"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus19Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="19"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+6" 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="12"><Factor modifier="+11" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Strength" modifier="+1" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="16"><Factor modifier="+13" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Constitution" modifier="+3" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="22"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus14Dexterity" modifier="+6" rollmodifier="+14" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Intelligence" modifier="+0" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="20"><Factor modifier="+16" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus13Wisdom" modifier="+5" rollmodifier="+13" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Charisma" modifier="-1" rollmodifier="+7" /></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 name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+1" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d4plus1Damage" value="1d4+1"><Factor modifier="+1" 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 name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d6plus17Damage" value="1d6+17"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d4plus12Damage" value="1d4+12"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" flavor="A final lunge brings you into an advantageous position." isMore="" keywords="Martial, Weapon" level="1" name="Deft Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Rogue Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=971"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Before the attack, you can move up to 2 squares.</Description></PowerCardItem><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.
	Level 21: 2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d6plus11Damage" value="1d6+11"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You drive your weapon past your foe&apos;s guard and into a tender spot." isMore="" keywords="Martial, Weapon" level="1" name="Piercing Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Rogue Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=704"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.
	Level 21: 2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Personal" flavor="Your fingers blur as you manipulate objects faster than the eye can follow." isMore="" level="2" name="Fast Hands" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Thievery Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9344"><PowerCardItem><Name>Effect</Name><Description>You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power only once per round.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Thievery.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" flavor="You blend into your surroundings." isMore="" keywords="Martial" level="6" name="Chameleon" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1506"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Stealth.</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>You are hidden and lose cover or concealment against an enemy.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a Stealth check. If your check beats the triggering enemy's passive Perception, you remain hidden from it, and until the end of your next turn you can remain hidden from it without needing any cover or concealment.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" flavor="They saw your attack but have no idea where it came from." isMore="" keywords="Martial" level="12" name="Unseen Shot" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Cloaked Sniper Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4717"><PowerCardItem><Name>Trigger</Name><Description>You miss with a ranged attack while hidden</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You remain hidden if you have any cover or concealment. You can also shift 1 square.</Description></PowerCardItem></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_FuriousAssault" flavor="Your monstrous wrath burns inside you, giving strength to your attack." isMore="" name="Furious Assault" packagename="Half-Orc" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36" powerusage="Encounter" source="Half-Orc Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6189" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_FuriousAssault&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit an enemy with an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it is not a weapon attack.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Melee weapon" display-class="USAGE_LowSlash" flavor="Your blade bites your enemy&apos;s legs, momentarily hobbling him." isMore="" keywords="Martial, Weapon" level="3" name="Low Slash" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4478" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_LowSlash&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals extra damage equal to your Strength modifier or Charisma modifier.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_GrapplingSpirits" flavor="Spirits erupt from your weapon, seizing your enemy and impeding its movement." isMore="" keywords="Primal, Weapon" level="1" name="Grappling Spirits" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Seeker Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11463" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_GrapplingSpirits&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Wisdom modifier damage, and the target is slowed and can't shift until the end of its next turn.
Level 21: 2[W] + Wisdom modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power as a ranged basic attack.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus21Attack" value="21"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d6plus16Damage" value="1d6+16"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d4plus11Damage" value="1d4+11"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Ranged weapon" display-class="USAGE_SuddenBolt" flavor="From the edge of sight, your well-placed bolt knocks your enemy silly." isMore="" keywords="Martial, Weapon" level="11" name="Sudden Bolt" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Cloaked Sniper Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4716" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_SuddenBolt&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage. If you are hidden from the target when you make this attack, the target is dazed until the end of your turn.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d6plus11Damage" value="2d6+11"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_StunningStrike" flavor="A well-timed attack leaves your enemy flailing helplessly for a few critical seconds." isMore="" keywords="Martial, Weapon" level="13" name="Stunning Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=983" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_StunningStrike&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><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 the target is stunned until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_HideinPlainSight" flavor="You stand unseen in the midst of the battle, striking from your place of hiding." isMore="" keywords="Martial" level="16" name="Hide in Plain Sight" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Rogue Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1050" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_HideinPlainSight&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Stealth.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must be hidden.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You are invisible until you leave your current space or until the end of the encounter. No other action that you perform makes you visible.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_SurprisingAssault" flavor="You deliver a swift smash to your opponent&apos;s head, surprising the foe with the brutality of your attack." isMore="" keywords="Martial, Weapon" level="17" name="Surprising Assault" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 17" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10795" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_SurprisingAssault&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><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 dazed until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name> Cunning Sneak</Name><Description>The target is stunned instead of dazed if you were hidden from the target when you made the attack.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d6plus11Damage" value="2d6+11"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_InevitableShot" flavor="Even as your target ducks under your shot, the projectile moves on its own to find another enemy." isMore="" keywords="Primal" name="Inevitable Shot" packagename="" packageurl="" powertype="Feature" powerusage="Daily" source="Seeker Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9501" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_InevitableShot&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You miss a creature with a ranged attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You regain the use of this power when you spend an action point.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_GofortheEyes" flavor="You strike at your foe&apos;s face, attempting to blind the creature. If you miss, the creature would do well to find you before you repeat your attack." isMore="" keywords="Martial, Weapon" level="5" name="Go for the Eyes" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10758" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_GofortheEyes&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><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 blinded and can't shift until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name> Aftereffect</Name><Description>Until the end of the encounter, whenever you damage the target, it takes a &#8722;2 penalty to attack rolls and can't shift until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>If you were hidden from the target before the attack, you do not expend this power.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d6plus11Damage" value="2d6+11"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_Knockout" flavor="A well-placed blow takes your foe out of the fight." isMore="" keywords="Martial, Weapon" level="9" name="Knockout" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1010" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_Knockout&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage, and the target is dazed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_GapintheArmor" flavor="You take a moment to find a weak point in your opponent&apos;s defenses." isMore="" keywords="Martial" level="10" name="Gap in the Armor" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Rogue Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4500" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_GapintheArmor&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Perception.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Choose an enemy within 5 squares of you. You gain a +2 power bonus to attack rolls against that enemy until the end of the encounter.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_ArterialSlice" flavor="You nick one of your enemy&apos;s major arteries, creating a wound that spurts blood." isMore="" keywords="Martial, Weapon" level="15" name="Arterial Slice" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10783" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;USAGE_ArterialSlice&apos;, {isBoolean:1});"><Condition name="+3 item bonus to damage rolls when this weapon is used to deal radiant damage - Radiant Weapon +3" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Dexterity modifier damage, and ongoing damage equal to any Sneak Attack damage you deal with this attack (save ends).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice3d8plus9Damage" value="3d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Sharpshooter Talent (Crossbow)" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice3d6plus11Damage" value="3d6+11"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Far Shot" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=139" /><Feat description="" name="Backstabber" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=185" /><Feat description="" name="Primal Sharpshooter" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2695" /><Feat description="" name="Versatile Duelist" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2078" /><Feat description="" name="Superior Will" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3154" /><Feat description="" name="Superior Fortitude" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3152" /><Feat description="" name="Primal Eye" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2655" /><Feat description="" name="Steady Shooter" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=324" /><Feat description="" name="Master at Arms" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3145" /><Feat description="" name="Two-Fisted Shooter" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=826" /><Feat description="" name="Distant Advantage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1002" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="0" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="71"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_ShadowdancersGloves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShadowdancersGloves" equippedcount="1" name="Shadowdancer&apos;s Gloves" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_ShadowdancersGloves&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShadowdancersGloves?&apos;, displayClass:&apos;CUR_Item_ShadowdancersGloves&apos;, text:&apos;How many ShadowdancersGloves should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7320&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handcrossbow" equippedcount="1" name="Hand crossbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handcrossbow?&apos;, displayClass:&apos;CUR_Item_Handcrossbow&apos;, text:&apos;How many Handcrossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=36&amp;ftype=3&amp;page=item"><Enhancement name="Radiant Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2294&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_BeltofVimheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVimheroictier" equippedcount="1" name="Belt of Vim (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_BeltofVimheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVimheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofVimheroictier&apos;, text:&apos;How many BeltofVimheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3787&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_OrnamentofAlertness3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_OrnamentofAlertness3" equippedcount="1" name="Ornament of Alertness +3" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_OrnamentofAlertness3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last OrnamentofAlertness3?&apos;, displayClass:&apos;CUR_Item_OrnamentofAlertness3&apos;, text:&apos;How many OrnamentofAlertness3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3686&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_BootsofQuicknessheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofQuicknessheroictier" equippedcount="1" name="Boots of Quickness (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_BootsofQuicknessheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofQuicknessheroictier?&apos;, displayClass:&apos;CUR_Item_BootsofQuicknessheroictier&apos;, text:&apos;How many BootsofQuicknessheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3308&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofArcheryheroictier" equippedcount="1" name="Bracers of Archery (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofArcheryheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofArcheryheroictier&apos;, text:&apos;How many BracersofArcheryheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3181&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Longsword" equippedcount="1" name="Longsword" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longsword?&apos;, displayClass:&apos;CUR_Item_Longsword&apos;, text:&apos;How many Longsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=19&amp;ftype=3&amp;page=item"><Enhancement name="Sunblade +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2397&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Drowmesh" equippedcount="1" name="Drowmesh" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Drowmesh?&apos;, displayClass:&apos;CUR_Item_Drowmesh&apos;, text:&apos;How many Drowmesh should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=26&amp;ftype=2&amp;page=item"><Enhancement name="Armor of Resistance +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1475&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_FlyingHook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlyingHook" equippedcount="0" name="Flying Hook" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_FlyingHook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlyingHook?&apos;, displayClass:&apos;CUR_Item_FlyingHook&apos;, text:&apos;How many FlyingHook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3853&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_CrossbowBolts&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="5" display-class="CUR_Item_CrossbowBolts" equippedcount="0" name="Crossbow Bolts" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_ThievesTools&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ThievesTools" equippedcount="0" name="Thieves&apos; Tools" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_ThievesTools&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ThievesTools?&apos;, displayClass:&apos;CUR_Item_ThievesTools&apos;, text:&apos;How many ThievesTools should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=35&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_ParryGauntlets&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ParryGauntlets" equippedcount="0" name="Parry Gauntlets" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiA4d0EDA.triggerVariable(&apos;CUR_Item_ParryGauntlets&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ParryGauntlets?&apos;, displayClass:&apos;CUR_Item_ParryGauntlets&apos;, text:&apos;How many ParryGauntlets should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3409&amp;ftype=1&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Giant" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="One-Handed Military Heavy Blade" source="Rogue"><Proficiency name="Scimitar" source="Rogue" /><Proficiency name="Longsword" source="Rogue" /><Proficiency name="Broadsword" source="Rogue" /><Proficiency name="Khopesh" source="Rogue" /><Proficiency name="Blade of annihilation" source="Rogue" /><Proficiency name="Starshadow blade" source="Rogue" /><Proficiency name="Sword of the white well" source="Rogue" /><Proficiency name="Blade of chaos" source="Rogue" /></ProficiencyGroup><Proficiency name="Dagger" source="Rogue" /><Proficiency name="Hand crossbow" source="Rogue" /><Proficiency name="Short sword" source="Rogue" /><Proficiency name="Shuriken" source="Rogue" /><Proficiency name="Sling" source="Rogue" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Rogue" /><Proficiency name="Leather" source="Rogue" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>