<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/jPint.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.milestone();" name="Rokkon Stonedarr - Copy" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA"><Description age="28" height="7&apos;6&quot;" weight="340"><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="26000" alignment="Unaligned" deity="" experience="20500" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="10" name="Ranger" powersource="Martial" role="Striker" size="Medium" tier="Heroic" vision="Normal"><Race description="Goliaths are mountain-dwelling nomads who see life as a grand competition." name="Goliath" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=37"><Feature description="+1 racial bonus to Will" name="Mountain&apos;s Tenacity" /><Feature description="Roll twice and use either result when making Athletics check to jump or climb" name="Powerful Athlete" /><Feature description="Have the stone&apos;s endurance power" name="Stone&apos;s Endurance" /><Feature description="" name="Athletics Bonus" /><Feature description="" name="Nature Bonus" /></Race><Theme description="" name="Wasteland Nomad" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=673" /><Background description="" name="Feral Raider" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=512"><Feature description="" name="+2 to Stealth" /></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="Wield one-handed weapon as off-hand weapon; gain Toughness as a bonus feat." name="Two-Blade Fighting Style" /><Feature description="Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round." name="Hunter&apos;s Quarry" /><Feature description="+1 to attack rolls after moving 2+ squares with standard action attack allowing movement" name="Running Attack" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_HitPoints&apos;, {requireInt:1, min:1, text:&apos;How many HP should be added?&apos;, calculateChange: function(oldVal, newVal) { return Math.max(0,oldVal) + newVal; } });" value="75"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Ranger 1" modifier="+12" name="Level 1 Ranger" /><Factor modifier="+5" 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 modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Ranger 10" modifier="+45" multiplied="5" multiplier="9" name="Level 10 Ranger" /></MaxHitPoints><BloodiedValue value="37"><Factor abbreviation="1/2 HP" modifier="+37" multiplied="75" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.surgeValueToHitPoints(19);" value="19"><Factor abbreviation="1/4 HP" modifier="+18" multiplied="75" multiplier=".25" name="Quarter Hit Points" /><Factor modifier="+1" name="Belt of Vigor (heroic tier)" /></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="Goliath" /></Speed><Initiative dice-class="dice1d20plus9Initiative" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="23"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Inherent Defense Bonus" /><Factor modifier="+3" name="Hide Armor" /><Factor modifier="+2" name="Predator&apos;s Hide +2" /><Condition name="+1 Two-Weapon Defense" /><Condition name="+2 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="22"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Inherent Defense Bonus" /><Factor modifier="+2" name="Elven Cloak +2" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Inherent Defense Bonus" /><Factor modifier="+2" name="Elven Cloak +2" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /><Condition name="+1 Two-Weapon Defense" /></Defense><Defense abbreviation="Will" name="Will" value="22"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Mountain&apos;s Tenacity" /><Factor modifier="+2" name="Inherent Defense Bonus" /><Factor modifier="+2" name="Elven Cloak +2" /><Factor abbreviation="Wis mod" modifier="+4" 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="24"><Factor modifier="+14" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="19"><Factor modifier="+9" 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="dice1d20plus7Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="4"><Factor abbreviation="1/2 Level" modifier="+5" 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="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="6"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus5Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="14"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="16"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="14"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="15"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+4" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="6"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="19"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Goliath" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus9Strength" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="13"><Factor modifier="+11" name="Starting" /><Factor modifier="+2" name="Goliath" /><AbilityModifier dice-class="dice1d20plus6Constitution" modifier="+1" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus7Dexterity" modifier="+2" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Intelligence" modifier="-1" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="19"><Factor modifier="+17" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus9Wisdom" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus5Charisma" modifier="+0" rollmodifier="+5" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus10Damage" value="1d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2053&amp;ftype=1" name="Distance Handaxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Handaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" value="1d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Battleaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=12&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus8Damage" value="1d4+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2053&amp;ftype=1" name="Distance Handaxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" value="1d6+7"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Handaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="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="dice1d6Condition" name="+1d6 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=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus6Damage" value="1d12+6"><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus5Damage" value="1d12+5"><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2053&amp;ftype=1" name="Distance Handaxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" value="1d6+5"><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Handaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You defend with one weapon while striking with the other." isMore="" keywords="Martial, Weapon" level="1" name="Shield of Blades" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7390"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus10Damage" value="1d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="With a moment&apos;s concentration, you sense which way is true north." isMore="" keywords="Psionic" name="Know Direction" packagename="" packageurl="" powerusage="At-Will" source="Wild Talent Cantrip" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12402"><PowerCardItem><Name>Effect</Name><Description>You determine which way is north. For 1 hour, you gain a +2 power bonus to checks to navigate natural terrain using either Perception or Nature.</Description></PowerCardItem></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_StonesEndurance" flavor="Your foes&apos; attacks bounce off your stony hide." isMore="" name="Stone&apos;s Endurance" packagename="Goliath" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=37" powerusage="Encounter" source="Goliath Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6188" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_StonesEndurance&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Melee weapon" display-class="USAGE_Off-HandStrike" flavor="A weapon in your off-hand allows for a quick attack." isMore="" keywords="Martial, Weapon" level="1" name="Off-Hand Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2595" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_Off-HandStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (off-hand weapon)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage (off-hand weapon).</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus10Damage" value="1d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_WastelandFury" flavor="You catch the merciless sun&apos;s cruel radiance in your weapon and redirect it to dazzle your foe, covering your movement." isMore="" keywords="Primal, Weapon" name="Wasteland Fury" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Wasteland Nomad Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12360" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_WastelandFury&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Effect</Name><Description>If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Primary ability vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + ability modifier damage. If you have combat advantage against the target, you deal extra damage equal to your primary ability modifier.
Level 11: 2[W] + ability modifier damage.
Level 21: 3[W] + ability modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus10Damage" value="1d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2053&amp;ftype=1" name="Distance Handaxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Handaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" value="1d6+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Battleaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=12&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus8Damage" value="1d4+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Melee or Ranged weapon" display-class="USAGE_DisruptiveStrike" flavor="You thwart an enemy&apos;s attack with a timely thrust of your blade or a quick shot from your bow." isMore="" keywords="Martial, Weapon" level="3" name="Disruptive Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1416" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_DisruptiveStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Trigger</Name><Description>You or an ally is attacked by a creature</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The attacking creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (melee) or Dexterity vs. AC (ranged)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus10Damage" value="1d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2053&amp;ftype=1" name="Distance Handaxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" value="1d6+7"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Handaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Battleaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=12&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus8Damage" value="1d4+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 1" display-class="USAGE_SweepingWhirlwind" flavor="You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps." isMore="" keywords="Martial, Weapon" level="7" name="Sweeping Whirlwind" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1418" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_SweepingWhirlwind&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier and it is knocked prone.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus8Damage" value="1d12+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus7Damage" value="1d12+7"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_JawsoftheWolf" flavor="You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike." isMore="" keywords="Martial, Weapon" level="1" name="Jaws of the Wolf" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=851" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_JawsoftheWolf&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (main weapon and off-hand weapon), two attacks</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage 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=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d12plus10Damage" value="2d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d12plus9Damage" value="2d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="No Action" attacktype="Personal" display-class="USAGE_BegintheHunt" flavor="You quickly identify your prey and ready yourself to attack it." isMore="" keywords="Martial" level="2" name="Begin the Hunt" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10605" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_BegintheHunt&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You roll initiative</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +2 bonus to the initiative check, and using your Hunter's Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_ThornWard" flavor="A shimmering tangle of briars appears before you. It seems harmless, but as a foe moves through it, the briars lash out like a living creature." isMore="" keywords="Primal, Zone" level="6" name="Thorn Ward" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13609" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_ThornWard&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes damage equal to your Wisdom modifier.</Description></PowerCardItem><PowerCardItem><Name> Move Action</Name><Description>You move the zone up to 5 squares.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_RangersRecovery" flavor="After taking a moment to make a measuring strike and move into a better position, you&apos;re ready for Action again." isMore="" keywords="Martial, Weapon" level="9" name="Ranger&apos;s Recovery" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4410" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_RangersRecovery&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (melee) or Dexterity vs. AC (ranged)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Before or after the attack, you can shift half your speed. If you have used all your encounter attack powers, you regain the use of a ranger encounter attack power you have used during this encounter. Or if you hit your quarry with this attack, you can instead choose to deal 2[W] extra damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d12plus10Damage" value="2d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d12plus9Damage" value="2d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2053&amp;ftype=1" name="Distance Handaxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d6plus7Damage" value="2d6+7"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Handaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=13&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" value="2d6+6"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Battleaxe" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=12&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice2d10plus8Damage" value="2d10+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d4plus8Damage" value="2d4+8"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_FrenziedSkirmish" flavor="You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks." isMore="" keywords="Martial, Weapon" level="5" name="Frenzied Skirmish" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=871" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_FrenziedSkirmish&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Targets</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (main weapon and off-hand weapon), two attacks</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>Before or after these attacks, you can move your speed without provoking opportunity attacks.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Waraxe +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus10Damage" value="1d12+10"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2062&amp;ftype=1" name="Dynamic Waraxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=61&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Axe Expertise" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses [Doesn&apos;t Stack]" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_WeatheredResilience" flavor="Each setback, stumble, or wound bolsters your determination to succeed." isMore="" keywords="Martial, Stance" level="10" name="Weathered Resilience" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10639" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;USAGE_WeatheredResilience&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the stance ends, you gain resistance to all damage equal to your Wisdom modifier while you are bloodied.</Description></PowerCardItem></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="" name="Quick Draw" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=157" /><Feat description="" name="Axe Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3122" /><Feat description="" name="Two-Weapon Fighting" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=173" /><Feat description="" name="Two-Weapon Defense" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=172" /><Feat description="" name="Weapon Proficiency (Waraxe)" url="/characters/missingCompendium" /><Feat description="" name="Brute Force" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2914" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-pp="0" stored-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="90"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_IronArmbandsofPowerheroictier" equippedcount="1" name="Iron Armbands of Power (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last IronArmbandsofPowerheroictier?&apos;, displayClass:&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, text:&apos;How many IronArmbandsofPowerheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3234&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Waraxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waraxe" equippedcount="1" name="Waraxe" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Waraxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waraxe?&apos;, displayClass:&apos;CUR_Item_Waraxe&apos;, text:&apos;How many Waraxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=61&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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVigorheroictier" equippedcount="1" name="Belt of Vigor (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVigorheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofVigorheroictier&apos;, text:&apos;How many BeltofVigorheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1110&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_ElvenCloak2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ElvenCloak2" equippedcount="1" name="Elven Cloak +2" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_ElvenCloak2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ElvenCloak2?&apos;, displayClass:&apos;CUR_Item_ElvenCloak2&apos;, text:&apos;How many ElvenCloak2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1069&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HideArmor" equippedcount="1" name="Hide Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HideArmor?&apos;, displayClass:&apos;CUR_Item_HideArmor&apos;, text:&apos;How many HideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=2&amp;page=item"><Enhancement name="Predator&apos;s Hide +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5778&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Waraxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waraxe" equippedcount="1" name="Waraxe" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Waraxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waraxe?&apos;, displayClass:&apos;CUR_Item_Waraxe&apos;, text:&apos;How many Waraxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=61&amp;ftype=3&amp;page=item"><Enhancement name="Dynamic Weapon +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2062&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Handaxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handaxe" equippedcount="0" name="Handaxe" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Handaxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handaxe?&apos;, displayClass:&apos;CUR_Item_Handaxe&apos;, text:&apos;How many Handaxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=13&amp;ftype=3&amp;page=item"><Enhancement name="Distance Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2053&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Battleaxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Battleaxe" equippedcount="0" name="Battleaxe" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Battleaxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Battleaxe?&apos;, displayClass:&apos;CUR_Item_Battleaxe&apos;, text:&apos;How many Battleaxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=12&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Filtermask&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Filtermask" equippedcount="0" name="Filter mask" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Filtermask&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Filtermask?&apos;, displayClass:&apos;CUR_Item_Filtermask&apos;, text:&apos;How many Filtermask should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=120&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_BelovedPerformerheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BelovedPerformerheroictier" equippedcount="0" name="Beloved Performer (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_BelovedPerformerheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BelovedPerformerheroictier?&apos;, displayClass:&apos;CUR_Item_BelovedPerformerheroictier&apos;, text:&apos;How many BelovedPerformerheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9428&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_ErathissBeaconlevel3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ErathissBeaconlevel3" equippedcount="0" name="Erathis&apos;s Beacon (level 3)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_ErathissBeaconlevel3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ErathissBeaconlevel3?&apos;, displayClass:&apos;CUR_Item_ErathissBeaconlevel3&apos;, text:&apos;How many ErathissBeaconlevel3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8007&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Handaxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handaxe" equippedcount="0" name="Handaxe" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhik7b4EDA.triggerVariable(&apos;CUR_Item_Handaxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handaxe?&apos;, displayClass:&apos;CUR_Item_Handaxe&apos;, text:&apos;How many Handaxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=13&amp;ftype=3&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="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><Proficiency name="Waraxe" source="Weapon Proficiency (Waraxe)" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Ranger" /><Proficiency name="Leather" source="Ranger" /><Proficiency name="Hide" source="Ranger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>