<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi__vMBDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.milestone();" name="Norrin Axebeard" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA"><Description height="190cm" weight="80kg"><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="47000" alignment="Good" deity="Avandra" experience="42833" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="13" name="Ranger" powersource="Martial" role="Striker" size="Medium" tier="Paragon" vision="Low-light"><Race description="Descended of humans and orcs, half-orcs are proud, strong, and agile." name="Half-Orc" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36"><Feature description="Have the furious assault power" name="Furious Assault" /><Feature description="Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you&apos;re bloodied during an encounter" name="Half-Orc Resilience" /><Feature description="+2 bonus to speed when charging" name="Swift Charge" /><Feature description="" name="Endurance Bonus" /><Feature description="" name="Intimidate Bonus" /></Race><Background description="" name="Birth - Among Another Race" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=88"><Feature description="" name="Among Another Race (Dwarf)" /><Feature description="" name="Thievery class skill" /></Background><Class description="A master of bow and blade, you excel at hit-and-run tactics and avoiding danger." name="Ranger" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5"><Feature description="Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style,  Hunter Fighting Style." name="Fighting Style" /><Feature description="" name="Hunter Fighting Style" /><Feature description="Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round." name="Hunter&apos;s Quarry" /><Feature description="If no allies are closer to target than you, get +1 on ranged attacks against that target." name="Prime Shot" /><Feature description="" name="Versatile Expertise (Heavy Blade)" /><Feature description="" name="Versatile Expertise (Bow)" /></Class><ParagonPath description="" name="Sharpshooter" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=178"><Feature description="When you spend action point to gain action, make ranged basic attack with bow or crossbow before or after the action" name="Rapid-Fire Action" /><Feature description="Use bow or loaded crossbow to make opportunity attacks; these attacks don&apos;t provoke opportunity attacks" name="Opportunity Fire" /></ParagonPath></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="95"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Ranger 1" modifier="+12" name="Level 1 Ranger" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+10" name="Toughness" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Ranger 13" modifier="+60" multiplied="5" multiplier="12" name="Level 13 Ranger" /></MaxHitPoints><BloodiedValue value="47"><Factor abbreviation="1/2 HP" modifier="+47" multiplied="95" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Ranger" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.surgeValueToHitPoints(23);" value="23"><Factor abbreviation="1/4 HP" modifier="+23" multiplied="95" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Half-Orc" /><Condition name="+2 Swift Charge" /></Speed><Initiative dice-class="dice1d20plus13Initiative" value="13"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+5" 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="27"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="Earthhide Armor" /><Factor modifier="+3" name="Feral Armor +3" /><Condition name="+4 Hunter Fighting Style" /><Condition name="+5 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+1" name="Earthhide Armor" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor modifier="+1" name="Boots of Quickness (heroic tier)" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="24"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+3" name="Iron Will" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="26"><Factor modifier="+16" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="18"><Factor modifier="+8" 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="dice1d20plus10Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="10"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="7"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="15"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="5"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="5"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="13"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="13"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+1" 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="+6" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="7"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="8"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="7"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" 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="+6" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="16"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="7"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="10"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="5"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="15"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" 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="20"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Strength" modifier="+5" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="13"><Factor modifier="+12" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Constitution" modifier="+1" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="20"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Dexterity" modifier="+5" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="12"><Factor modifier="+11" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Intelligence" modifier="+1" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="15"><Factor modifier="+14" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Wisdom" modifier="+2" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus5Charisma" modifier="-1" rollmodifier="+5" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d8plus8Damage" value="1d8+8"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4497&amp;ftype=1" name="Feral Earthhide Armor +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=30&amp;ftype=2"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus8Damage" value="1d8+8"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2396&amp;ftype=1" name="Sunblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d8plus7Damage" value="1d8+7"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Hunter&apos;s Quarry" packagename="Ranger" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5" powerusage="At-Will" source="Hunter&apos;s Quarry  Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598"><PowerCardItem><Name>Effect</Name><Description>You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

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

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

&lt;table&gt;Level	Hunter's Quarry Extra Damage
1st&#8211;10th	+1d6
11th&#8211;20th	+2d6
21st&#8211;30th	+3d6&lt;/table&gt;</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" flavor="If the first attack doesn&apos;t kill it, the second one might." isMore="" keywords="Martial, Weapon" level="1" name="Twin Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=87"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons or a ranged weapon.</Description></PowerCardItem><PowerCardItem><Name>Targets</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] damage per attack.
Increase damage to 2[W] at 21st level.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4497&amp;ftype=1" name="Feral Earthhide Armor +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=30&amp;ftype=2"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus3Damage" value="1d8+3"><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" value="1d10+5"><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" flavor="You launch an attack against your foe and then back away for safety." isMore="" keywords="Martial, Weapon" level="1" name="Fading Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10591"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage, and you shift 2 squares to a square that is not adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Hunter Fighting Style</Name><Description>When making an opportunity attack, you can use this power in place of a melee basic attack.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d8plus8Damage" value="1d8+8"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4497&amp;ftype=1" name="Feral Earthhide Armor +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=30&amp;ftype=2"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus8Damage" value="1d8+8"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2396&amp;ftype=1" name="Sunblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d8plus7Damage" value="1d8+7"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity 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_FuriousAssault" flavor="Your monstrous wrath burns inside you, giving strength to your attack." isMore="" name="Furious Assault" packagename="Half-Orc" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36" powerusage="Encounter" source="Half-Orc Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6189" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_FuriousAssault&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit an enemy with an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it is not a weapon attack.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_SkirmishShot" flavor="You rush across the battlefield and then let off a devastating shot." isMore="" keywords="Martial, Weapon" level="1" name="Skirmish Shot" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10598" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_SkirmishShot&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Effect</Name><Description>Before the attack, you move your speed.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice2d10plus10Damage" value="2d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_InvigoratingStride" flavor="You back away from danger and catch your breath." isMore="" keywords="Healing, Martial" level="2" name="Invigorating Stride" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Ranger Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10606" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_InvigoratingStride&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_SerpentineDodge" flavor="You snake past your enemies, weaving so that they have a hard time making a follow-up attack against you." isMore="" keywords="Martial" level="6" name="Serpentine Dodge" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Ranger Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4400" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_SerpentineDodge&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must be within 2 squares of at least two enemies.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You can shift a number of squares equal to 1 + your Wisdom modifier. Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies you were adjacent to at any time during this shift.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_BitingVolley" flavor="Two lucky shots find chinks in your target&apos;s armor." isMore="" keywords="Martial, Weapon" level="7" name="Biting Volley" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4402" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_BitingVolley&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18&#8211;20.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage per attack.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee 1" display-class="USAGE_StabandShoot" flavor="You drive your arrow into an adjacent enemy, pull it out, load it, and fire it at another foe." isMore="" keywords="Martial, Weapon" level="11" name="Stab and Shoot" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Sharpshooter Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4706" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_StabandShoot&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a bow or a crossbow.</Description></PowerCardItem><PowerCardItem><Name>Primary Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage, and the target is dazed until the end of your turn. Make a secondary attack.</Description></PowerCardItem><PowerCardItem><Name> Secondary Target</Name><Description>One creature other than the primary target in weapon range</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_PerfectAim" flavor="You take the time to line up a deadly shot." isMore="" keywords="Martial, Weapon" level="12" name="Perfect Aim" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Sharpshooter Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4707" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_PerfectAim&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a ranged weapon.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier. If you move or take damage before making a ranged attack, the bonus is lost.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_PinningStrike" flavor="With a well-aimed attack, you pin your foe to the ground or to a nearby wall." isMore="" keywords="Martial, Weapon" level="13" name="Pinning Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=857" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_PinningStrike&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons or a ranged weapon.</Description></PowerCardItem><PowerCardItem><Name>Targets</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. The target is immobilized until the start of your next turn.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4497&amp;ftype=1" name="Feral Earthhide Armor +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=30&amp;ftype=2"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus8Damage" value="1d8+8"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_SureShot" flavor="You line up your shot with meticulous care to strike at your foe&apos;s vital organs." isMore="" keywords="Martial, Weapon" level="1" name="Sure Shot" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=883" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_SureShot&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC. You can reroll the attack roll but must use the second result.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Dexterity modifier damage. You can reroll each damage die once but must use the second result.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice3d10plus10Damage" value="3d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_HuntersConfrontation" flavor="Each of your attacks tests your foes&apos; defenses until you find where to hit to make it count." isMore="" keywords="Martial, Weapon" level="5" name="Hunter&apos;s Confrontation" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10617" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_HuntersConfrontation&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><PowerCardItem><Name>Target</Name><Description>One creature designated as your quarry</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the target is no longer your quarry, whenever you hit the target with a melee attack, you knock it prone.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice3d10plus10Damage" value="3d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_AttacksontheRun" flavor="Without breaking stride, you make two attacks against a single foe or two different targets." isMore="" keywords="Martial, Weapon" level="9" name="Attacks on the Run" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=384" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_AttacksontheRun&apos;, {isBoolean:1});"><Condition dice-class="dice2d6Condition" name="+2d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Targets</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage per attack.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2397&amp;ftype=1" name="Sunblade Longsword +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice3d8plus8Damage" value="3d8+8"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4497&amp;ftype=1" name="Feral Earthhide Armor +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=30&amp;ftype=2"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d8plus8Damage" value="3d8+8"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice3d10plus10Damage" value="3d10+10"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2396&amp;ftype=1" name="Sunblade Longsword +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice3d8plus7Damage" value="3d8+7"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_BloodoftheFallen" flavor="Your triumph is like a balm to you" isMore="" keywords="Healing, Martial" level="10" name="Blood of the Fallen" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9357" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;USAGE_BloodoftheFallen&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You reduce your quarry to 0 hit points</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You regain hit points equal to your healing surge value + your Strength modifier</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor abbreviation="1/2 Level" modifier="+6" 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="Quick Draw" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=157" /><Feat description="" name="Versatile Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2785" /><Feat description="" name="Staggering Strike" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2467" /><Feat description="" name="Timely Respite" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=507" /><Feat description="" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="" name="Second Shot" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2462" /><Feat description="" name="Manticore&apos;s Fury" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2439" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Iron Will" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=148" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="26" stored-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="111"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longsword?&apos;, displayClass:&apos;CUR_Item_Longsword&apos;, text:&apos;How many Longsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=19&amp;ftype=3&amp;page=item"><Enhancement name="Sunblade +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2397&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofArcheryheroictier" equippedcount="1" name="Bracers of Archery (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofArcheryheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofArcheryheroictier&apos;, text:&apos;How many BracersofArcheryheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3181&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_BootsofQuicknessheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofQuicknessheroictier" equippedcount="1" name="Boots of Quickness (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_BootsofQuicknessheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofQuicknessheroictier?&apos;, displayClass:&apos;CUR_Item_BootsofQuicknessheroictier&apos;, text:&apos;How many BootsofQuicknessheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3308&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_OrnamentofAlertness3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_OrnamentofAlertness3" equippedcount="1" name="Ornament of Alertness +3" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_OrnamentofAlertness3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last OrnamentofAlertness3?&apos;, displayClass:&apos;CUR_Item_OrnamentofAlertness3&apos;, text:&apos;How many OrnamentofAlertness3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3686&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_ParryGauntletsheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ParryGauntletsheroictier" equippedcount="1" name="Parry Gauntlets (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_ParryGauntletsheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ParryGauntletsheroictier?&apos;, displayClass:&apos;CUR_Item_ParryGauntletsheroictier&apos;, text:&apos;How many ParryGauntletsheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3409&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_EarthhideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EarthhideArmor" equippedcount="1" name="Earthhide Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_EarthhideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EarthhideArmor?&apos;, displayClass:&apos;CUR_Item_EarthhideArmor&apos;, text:&apos;How many EarthhideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=30&amp;ftype=2&amp;page=item"><Enhancement name="Feral Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4497&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longsword?&apos;, displayClass:&apos;CUR_Item_Longsword&apos;, text:&apos;How many Longsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=19&amp;ftype=3&amp;page=item"><Enhancement name="Sunblade +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2396&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.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"><Enhancement name="Magic Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=732&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_Arrows&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="10" display-class="CUR_Item_Arrows" equippedcount="0" name="Arrows" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_Arrows&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Arrows?&apos;, displayClass:&apos;CUR_Item_Arrows&apos;, text:&apos;How many Arrows should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=11&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_ThievesTools&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ThievesTools" equippedcount="0" name="Thieves&apos; Tools" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_ThievesTools&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ThievesTools?&apos;, displayClass:&apos;CUR_Item_ThievesTools&apos;, text:&apos;How many ThievesTools should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=35&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClimbersKit" equippedcount="0" name="Climber&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClimbersKit?&apos;, displayClass:&apos;CUR_Item_ClimbersKit&apos;, text:&apos;How many ClimbersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhivMBDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Giant" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Military Melee" source="Ranger"><Proficiency name="Battleaxe" source="Ranger" /><Proficiency name="Handaxe" source="Ranger" /><Proficiency name="Flail" source="Ranger" /><Proficiency name="Throwing hammer" source="Ranger" /><Proficiency name="Warhammer" source="Ranger" /><Proficiency name="War pick" source="Ranger" /><Proficiency name="Scimitar" source="Ranger" /><Proficiency name="Longsword" source="Ranger" /><Proficiency name="Short sword" source="Ranger" /><Proficiency name="Greataxe" source="Ranger" /><Proficiency name="Heavy flail" source="Ranger" /><Proficiency name="Glaive" source="Ranger" /><Proficiency name="Halberd" source="Ranger" /><Proficiency name="Maul" source="Ranger" /><Proficiency name="Longspear" source="Ranger" /><Proficiency name="Greatsword" source="Ranger" /><Proficiency name="Rapier" source="Ranger" /><Proficiency name="Falchion" source="Ranger" /><Proficiency name="Broadsword" source="Ranger" /><Proficiency name="Khopesh" source="Ranger" /><Proficiency name="Light war pick" source="Ranger" /><Proficiency name="Scourge" source="Ranger" /><Proficiency name="Trident" source="Ranger" /><Proficiency name="Heavy war pick" source="Ranger" /><Proficiency name="Alhulak" source="Ranger" /><Proficiency name="Carrikal" source="Ranger" /><Proficiency name="Trikal" source="Ranger" /><Proficiency name="Blade of winter&apos;s mourning" source="Ranger" /><Proficiency name="Blade of annihilation" source="Ranger" /><Proficiency name="Starshadow blade" source="Ranger" /><Proficiency name="Sword of the white well" source="Ranger" /><Proficiency name="Scourge of exquisite agony" source="Ranger" /><Proficiency name="Feral armor claw" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Ranger"><Proficiency name="Shortbow" source="Ranger" /><Proficiency name="Longbow" source="Ranger" /><Proficiency name="Chatkcha" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Ranger"><Proficiency name="Club" source="Ranger" /><Proficiency name="Dagger" source="Ranger" /><Proficiency name="Javelin" source="Ranger" /><Proficiency name="Mace" source="Ranger" /><Proficiency name="Sickle" source="Ranger" /><Proficiency name="Spear" source="Ranger" /><Proficiency name="Greatclub" source="Ranger" /><Proficiency name="Morningstar" source="Ranger" /><Proficiency name="Quarterstaff" source="Ranger" /><Proficiency name="Scythe" source="Ranger" /><Proficiency name="Spiked gauntlet" source="Ranger" /><Proficiency name="Talid" source="Ranger" /><Proficiency name="Widow&apos;s knife" source="Ranger" /><Proficiency name="Wrist razors" source="Ranger" /><Proficiency name="Claw fighter claw" source="Ranger" /><Proficiency name="Shadowblade" source="Ranger" /><Proficiency name="Climbing claw" source="Ranger" /><Proficiency name="Dragontooth shield" source="Ranger" /><Proficiency name="Fighting shield" source="Ranger" /><Proficiency name="Soul shield" source="Ranger" /><Proficiency name="Sun shield" source="Ranger" /><Proficiency name="Rod of seven parts" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Ranger"><Proficiency name="Hand crossbow" source="Ranger" /><Proficiency name="Sling" source="Ranger" /><Proficiency name="Crossbow" source="Ranger" /><Proficiency name="Repeating crossbow" source="Ranger" /><Proficiency name="Dejada" source="Ranger" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Ranger" /><Proficiency name="Leather" source="Ranger" /><Proficiency name="Hide" source="Ranger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>