<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/jPint.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.milestone();" name="Maesyn Silverhair" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA"><Description age="22" height="6&apos;1&quot;" weight="142 lbs."><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="13000" alignment="Good" deity="Sune" experience="10000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="7" name="Bard" powersource="Arcane" role="Leader" size="Medium" tier="Heroic" vision="Low-light"><Race description="Descended from elves and humans, half-elves are said to combine the best features of both." name="Half-Elf" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=6"><Feature description="Count as elf, half-elf, and human for choosing feats." name="Dual Heritage" /><Feature description="Allies within 10 get +1 to Diplomacy." name="Group Diplomacy" /><Feature description="Select an option for your half-elf character." name="Half-Elf Power Selection" /><Feature description="Choose at-will power from other class; use as encounter power." name="Dilettante" /><Feature description="" name="Diplomacy Bonus" /><Feature description="" name="Insight Bonus" /></Race><Theme description="" name="Scholar" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=854" /><Background description="This ancient elven kingdom was once the foremost power north of the Sea of Fallen Stars before it fell into darkness seven centuries ago. It remained a monster-haunted ruin for hundreds of years until the sun and moon elves reclaimed the kingdom shortly before the Year of Blue Fire. Myth Drannor has flourished since its refounding." name="Myth Drannor (FRPG)" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=21"><Feature description="" name="Myth Drannor (FRPG) Benefit" /></Background><Class description="You channel your arcane prowess through an artistic medium, using your power to warp reality." name="Bard" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=104"><Feature description="" name="Scholar Starting Feature" /><Feature description="Gain Ritual Caster feat and perform one bard ritual per day without expending components" name="Bardic Training" /><Feature description="Choose a Bardic Virtue option." name="Bardic Virtue" /><Feature description="When an enemy misses an ally within 5 + Int mod squares, slide that ally 1 square as a free action (1/rd)." name="Virtue of Cunning" /><Feature description="Gain majestic word power" name="Majestic Word" /><Feature description="Can choose class-specific multiclass feats from more than one class" name="Multiclass Versatility" /><Feature description="" name="Skill Versatility" /><Feature description="At end of short rest, you and each ally spending a healing surge adds + [Cha mod] to hp regained" name="Song of Rest" /><Feature description="" name="Words of Friendship" /><Feature description="" name="Scholar Level 5 Feature" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="52"><Factor abbreviation="Con" modifier="+10" name="Constitution" /><Factor abbreviation="Bard 1" modifier="+12" name="Level 1 Bard" /><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="Bard 7" modifier="+30" multiplied="5" multiplier="6" name="Level 7 Bard" /></MaxHitPoints><BloodiedValue value="26"><Factor abbreviation="1/2 HP" modifier="+26" multiplied="52" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+7" name="Bard" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.surgeValueToHitPoints(13);" value="13"><Factor abbreviation="1/4 HP" modifier="+13" multiplied="52" 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-Elf" /></Speed><Initiative dice-class="dice1d20plus5Initiative" value="5"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="Hide Armor" /><Factor modifier="+1" name="Magic Armor +1" /><Condition name="+2 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="16"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Cloak of Resistance +1" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Cloak of Resistance +1" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Cloak of Resistance +1" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma 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="18"><Factor modifier="+8" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="21"><Factor modifier="+11" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="11"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Diplomacy" name="Diplomacy" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="14"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="History Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="11"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="11"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Streetwise" name="Streetwise" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="14"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+4" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus5Strength" modifier="+2" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="10"><Factor modifier="+8" name="Starting" /><Factor modifier="+2" name="Half-Elf" /><AbilityModifier dice-class="dice1d20plus3Constitution" modifier="+0" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus5Dexterity" modifier="+2" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus5Intelligence" modifier="+2" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Wisdom" modifier="+1" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Half-Elf" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus7Charisma" modifier="+4" 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"><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=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+2" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Longsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus2Damage" value="1d8+2"><Factor modifier="+2" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" 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"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" name="Longbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d10plus2Damage" value="1d10+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Your weapon stroke guides your allies, showing them where to focus their attacks." isMore="" keywords="Arcane, Weapon" level="1" name="Guiding Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Bard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4987"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Level 21: 2[W] + Charisma modifier damage.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Longsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" flavor="The sharp sound you create causes your opponent to recoil clumsily." isMore="" keywords="Arcane, Implement, Thunder" level="1" name="Staggering Note" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Bard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11108"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice4Damage" value="4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice4Damage" value="4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_UseVulnerability" flavor="You know the strengths and weaknesses of the creature you&apos;re facing." isMore="" keywords="Arcane" name="Use Vulnerability" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Scholar Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14137" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_UseVulnerability&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You succeed on a monster knowledge check against a monster that you can see or hear.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.
	If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close blast 3" display-class="USAGE_BurningSpray" flavor="You fling your arm in a wide arc, casting liquid fire at your foes." isMore="" keywords="Arcane, Fire, Implement" level="1" name="Burning Spray" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Sorcerer Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3701" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_BurningSpray&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Charisma modifier fire damage.
Level 21: 2d8 + Charisma modifier fire damage.</Description></PowerCardItem><PowerCardItem><Name> Dragon Magic</Name><Description>The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" type="Fire" value="1d8+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_WordsofFriendship" flavor="You infuse your words with arcane power, turning even the simplest speech into a compelling oration." isMore="" keywords="Arcane, Charm" name="Words of Friendship" packagename="Bard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=104" powertype="Feature" powerusage="Encounter" source="Bard Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2887" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_WordsofFriendship&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 5" display-class="USAGE_FastFriends" flavor="You sing a tune of false friendship, leaving your foe in a reverie." isMore="" keywords="Arcane, Charm, Implement" level="1" name="Fast Friends" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Bard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2346" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_FastFriends&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5" display-class="USAGE_InspireCompetence" flavor="Your magic channels the skill of ancient experts to help with the task at hand." isMore="" keywords="Arcane" level="2" name="Inspire Competence" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Bard Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4990" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_InspireCompetence&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You and each ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_SongoftheNewDawn" flavor="You call upon the sun&apos;s light to sear your foe and shine hope on your allies." isMore="" keywords="Arcane, Implement, Radiant" level="3" name="Song of the New Dawn" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Bard Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5684" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_SongoftheNewDawn&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d8 + Charisma modifier radiant damage. Each ally adjacent to the target makes a saving throw, rolling twice and using the higher result.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus6Damage" type="Radiant" value="2d8+6"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" type="Radiant" value="2d8+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Ranged 5" display-class="USAGE_RevitalizingIncantation" flavor="You whisper a few phrases in a secret language, urging your ally&apos;s body to mend itself." isMore="" keywords="Arcane, Healing" level="6" name="Revitalizing Incantation" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Bard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14465" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_RevitalizingIncantation&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one ally</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge. Additionally, the target gains temporary hit points equal to his or her healing surge value.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus3Attack" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Immediate Reaction" attacktype="Ranged 10" display-class="USAGE_AtYourExpense" flavor="A well-timed quip in response to an enemy&apos;s misfortune causes its companions to erupt in demoralizing laughter." isMore="" keywords="Arcane, Implement, Psychic" level="7" name="At Your Expense" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Bard Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13446" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_AtYourExpense&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy within range misses with an attack</Description></PowerCardItem><PowerCardItem><Name>Primary Target</Name><Description>The triggering enemy</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target takes a -2 penalty to attack rolls until the end of your turn. Make the following secondary attack.</Description></PowerCardItem><PowerCardItem><Name> Secondary Target</Name><Description>Each enemy within 2 squares of the triggering enemy that can hear you.</Description></PowerCardItem><PowerCardItem><Name> Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name> Special</Name><Description>If you are a gnome, you gain a +2 power bonus to this attack.</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>The target grants combat advantage to all attackers until the end of its next turn, and the primary target takes psychic damage equal to your Intelligence modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="diceTheplus0Damage" value="The+0" /></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceTheplus0Damage" value="The+0" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_VerseofTriumph" flavor="Your voice crescendos as you sing of victory. Your inspirational words drive allies forward to attack." isMore="" keywords="Arcane, Charm, Weapon" level="1" name="Verse of Triumph" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Bard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2784" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_VerseofTriumph&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Charisma modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus6Damage" value="2d8+6"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Longsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" value="2d8+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_VigorousCadence" flavor="Your chant inspires health and valor. With each of your enemy&apos;s attacks, an ally&apos;s wounds are mended." isMore="" keywords="Arcane, Healing, Implement" level="5" name="Vigorous Cadence" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Bard Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5687" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_VigorousCadence&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Charisma modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of the encounter, the first time the target makes an attack roll during each of its turns, your ally nearest to it regains hit points equal to your Charisma modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6043&amp;ftype=1" name="Harmonic Songblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" value="2d6+6"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus4Damage" value="2d6+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5 (10 at 11th level, 15 at 21st level)" display-class="USAGE_MajesticWord" flavor="You utter words laden with preternatural inspiration, restoring your ally&apos;s stamina and making wounds seem insignificant." isMore="" keywords="Arcane, Healing" name="Majestic Word" packagename="Bard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=104" powertype="Feature" powerusage="Encounter (Special)" source="Bard Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2339" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;USAGE_MajesticWord&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus3Attack" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></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="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Bardic Knowledge" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=441" /><Feat description="" name="Bard of All Trades" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2562" /><Feat description="" name="Improved Majestic Word" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=471" /><Feat description="" name="Battle Cadence" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3556" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="76"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_BeltofSacrificeheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofSacrificeheroictier" equippedcount="1" name="Belt of Sacrifice (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_BeltofSacrificeheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofSacrificeheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofSacrificeheroictier&apos;, text:&apos;How many BeltofSacrificeheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1106&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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="Harmonic Songblade +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6043&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_CloakofResistance1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CloakofResistance1" equippedcount="1" name="Cloak of Resistance +1" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_CloakofResistance1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CloakofResistance1?&apos;, displayClass:&apos;CUR_Item_CloakofResistance1&apos;, text:&apos;How many CloakofResistance1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1058&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HideArmor" equippedcount="1" name="Hide Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HideArmor?&apos;, displayClass:&apos;CUR_Item_HideArmor&apos;, text:&apos;How many HideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=2&amp;page=item"><Enhancement name="Magic Armor +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=610&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Amanuensis&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Amanuensis" equippedcount="0" name="Amanuensis" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Amanuensis&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Amanuensis?&apos;, displayClass:&apos;CUR_Item_Amanuensis&apos;, text:&apos;How many Amanuensis should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=75" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_ComprehendLanguage&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ComprehendLanguage" equippedcount="0" name="Comprehend Language" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_ComprehendLanguage&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ComprehendLanguage?&apos;, displayClass:&apos;CUR_Item_ComprehendLanguage&apos;, text:&apos;How many ComprehendLanguage should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=39" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Lullaby&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Lullaby" equippedcount="0" name="Lullaby" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Lullaby&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Lullaby?&apos;, displayClass:&apos;CUR_Item_Lullaby&apos;, text:&apos;How many Lullaby should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=199" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_PotionofClaritylevel5&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofClaritylevel5" equippedcount="0" name="Potion of Clarity (level 5)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_PotionofClaritylevel5&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofClaritylevel5?&apos;, displayClass:&apos;CUR_Item_PotionofClaritylevel5&apos;, text:&apos;How many PotionofClaritylevel5 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3925&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_ResiduumAny&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="150" display-class="CUR_Item_ResiduumAny" equippedcount="0" name="Residuum (Any)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_ResiduumAny&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ResiduumAny?&apos;, displayClass:&apos;CUR_Item_ResiduumAny&apos;, text:&apos;How many ResiduumAny should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=57&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Longbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Longbow" equippedcount="0" name="Longbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Longbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longbow?&apos;, displayClass:&apos;CUR_Item_Longbow&apos;, text:&apos;How many Longbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=40&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_AlchemicalReagentsArcana&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="10" display-class="CUR_Item_AlchemicalReagentsArcana" equippedcount="0" name="Alchemical Reagents (Arcana)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_AlchemicalReagentsArcana&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AlchemicalReagentsArcana?&apos;, displayClass:&apos;CUR_Item_AlchemicalReagentsArcana&apos;, text:&apos;How many AlchemicalReagentsArcana should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=53&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Harp&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Harp" equippedcount="0" name="Harp" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Harp&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Harp?&apos;, displayClass:&apos;CUR_Item_Harp&apos;, text:&apos;How many Harp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=90&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TrailRations" equippedcount="0" name="Trail Rations" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TrailRations?&apos;, displayClass:&apos;CUR_Item_TrailRations&apos;, text:&apos;How many TrailRations should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waterskin" equippedcount="0" name="Waterskin" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waterskin?&apos;, displayClass:&apos;CUR_Item_Waterskin&apos;, text:&apos;How many Waterskin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_HempenRope50ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HempenRope50ft" equippedcount="0" name="Hempen Rope (50 ft.)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_HempenRope50ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HempenRope50ft?&apos;, displayClass:&apos;CUR_Item_HempenRope50ft&apos;, text:&apos;How many HempenRope50ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sunrod" equippedcount="0" name="Sunrod" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunrod?&apos;, displayClass:&apos;CUR_Item_Sunrod&apos;, text:&apos;How many Sunrod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltPouchempty" equippedcount="0" name="Belt Pouch (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltPouchempty?&apos;, displayClass:&apos;CUR_Item_BeltPouchempty&apos;, text:&apos;How many BeltPouchempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Bedroll" equippedcount="0" name="Bedroll" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Bedroll?&apos;, displayClass:&apos;CUR_Item_Bedroll&apos;, text:&apos;How many Bedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Backpackempty" equippedcount="0" name="Backpack (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Backpackempty?&apos;, displayClass:&apos;CUR_Item_Backpackempty&apos;, text:&apos;How many Backpackempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Longsword" equippedcount="0" name="Longsword" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.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" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Fastidiousness&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Fastidiousness" equippedcount="0" name="Fastidiousness" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_Fastidiousness&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Fastidiousness?&apos;, displayClass:&apos;CUR_Item_Fastidiousness&apos;, text:&apos;How many Fastidiousness should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=113" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_TravelersChant&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersChant" equippedcount="0" name="Traveler&apos;s Chant" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_TravelersChant&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersChant?&apos;, displayClass:&apos;CUR_Item_TravelersChant&apos;, text:&apos;How many TravelersChant should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=206" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiQxZ0CDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RitualBook?&apos;, displayClass:&apos;CUR_Item_RitualBook&apos;, text:&apos;How many RitualBook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=31&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Draconic" /><Language name="Common" /><Language name="Elven" /><Language name="Chondathan" /><Language name="Dwarven" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Implement Proficiency" source="Bard"><Proficiency name="Wand" source="Bard" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Bard"><Proficiency name="Shortbow" source="Bard" /><Proficiency name="Longbow" source="Bard" /><Proficiency name="Chatkcha" source="Bard" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Bard"><Proficiency name="Club" source="Bard" /><Proficiency name="Dagger" source="Bard" /><Proficiency name="Javelin" source="Bard" /><Proficiency name="Mace" source="Bard" /><Proficiency name="Sickle" source="Bard" /><Proficiency name="Spear" source="Bard" /><Proficiency name="Greatclub" source="Bard" /><Proficiency name="Morningstar" source="Bard" /><Proficiency name="Quarterstaff" source="Bard" /><Proficiency name="Scythe" source="Bard" /><Proficiency name="Spiked gauntlet" source="Bard" /><Proficiency name="Talid" source="Bard" /><Proficiency name="Widow&apos;s knife" source="Bard" /><Proficiency name="Wrist razors" source="Bard" /><Proficiency name="Light mace" source="Bard" /><Proficiency name="Short spear" source="Bard" /><Proficiency name="Claw fighter claw" source="Bard" /><Proficiency name="Shadowblade" source="Bard" /><Proficiency name="Climbing claw" source="Bard" /><Proficiency name="Dragontooth shield" source="Bard" /><Proficiency name="Fighting shield" source="Bard" /><Proficiency name="Soul shield" source="Bard" /><Proficiency name="Sun shield" source="Bard" /><Proficiency name="Rod of seven parts" source="Bard" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Bard"><Proficiency name="Hand crossbow" source="Bard" /><Proficiency name="Sling" source="Bard" /><Proficiency name="Crossbow" source="Bard" /><Proficiency name="Repeating crossbow" source="Bard" /><Proficiency name="Dejada" source="Bard" /></ProficiencyGroup><Proficiency name="Longsword" source="Bard" /><Proficiency name="Scimitar" source="Bard" /><Proficiency name="Short sword" source="Bard" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Bard" /><Proficiency name="Leather" source="Bard" /><Proficiency name="Hide" source="Bard" /><Proficiency name="Chainmail" source="Bard" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Light" source="Bard" /></ShieldProficiencies></Proficiencies></Character>