<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/jPint.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.milestone();" name="Callenna Hornbound" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA"><Description age="22" height="4&apos;" weight="77 lb."><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="2250" alignment="Lawful Good" deity="Chauntea" experience="1000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="female" level="2" name="Paladin" powersource="Divine" role="Defender" size="Small" tier="Heroic" vision="Normal"><Race description="Clever wanderers and explorers, halflings who want to hide from prying eyes are almost impossible to spot." name="Halfling" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=5"><Feature description="+5 to saving throws against fear." name="Bold" /><Feature description="Use second chance as an encounter power." name="Second Chance" /><Feature description="+2 AC against opportunity attacks." name="Nimble Reaction" /><Feature description="" name="Acrobatics Bonus" /><Feature description="" name="Thievery Bonus" /></Race><Theme description="" name="Chevalier" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=856" /><Background description="The star of Impiltur has fallen. The retreat of the sea, coupled with widespread corruption, has led this region into decline. The people of this once-great nation huddle in fear as their kingdom unravels around them." name="Impiltur" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=17"><Feature description="" name="Impiltur Benefit" /></Background><Class description="A holy warrior devoted to a higher power, you smite enemies of your faith with divine power." name="Paladin" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=4"><Feature description="" name="Chevalier Starting Feature" /><Feature description="" name="Channel Divinity" /><Feature description="Use divine challenge as an at-will power; minor action." name="Divine Challenge" /><Feature description="Use lay on hands as an at-will (special) power; minor." name="Lay on Hands" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="35"><Factor abbreviation="Con" modifier="+10" name="Constitution" /><Factor abbreviation="Paladin 1" modifier="+15" name="Level 1 Paladin" /><Factor abbreviation="Wis" modifier="+14" name="Wisdom" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor abbreviation="Paladin 2" modifier="+6" multiplied="6" multiplier="1" name="Level 2 Paladin" /></MaxHitPoints><BloodiedValue value="17"><Factor abbreviation="1/2 HP" modifier="+17" multiplied="35" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="10"><Factor modifier="+10" name="Paladin" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.surgeValueToHitPoints(8);" value="8"><Factor abbreviation="1/4 HP" modifier="+8" multiplied="35" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="5"><Factor modifier="+6" name="Halfling" /><Factor modifier="-1" name="Plate Armor" /></Speed><Initiative dice-class="dice1d20plus3Initiative" value="3"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="22"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+2" name="Shield Defense Bonus" /><Factor modifier="+8" name="Plate Armor" /><Factor modifier="+1" name="Versatile Armor +1" /><Condition name="+2 Nimble Reaction" /><Condition name="+2 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="15"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Amulet of Physical Resolve +1" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Shield Defense Bonus" /><Factor modifier="+1" name="Amulet of Physical Resolve +1" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Amulet of Physical Resolve +1" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="13"><Factor modifier="+3" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="18"><Factor modifier="+8" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="-4" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /><Condition name="+2 Acrobatics Misc" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20minus1Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="-1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="-4" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /><Condition name="+0 Athletics Misc" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Diplomacy" name="Diplomacy" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="10"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="3"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20minus3Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="-3"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor modifier="-4" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="3"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="8"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="3"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="3"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20minus1Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="-1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-4" 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="+1" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+2" name="Thievery Misc" /><Factor modifier="-4" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Strength" modifier="+2" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus1Constitution" modifier="+0" rollmodifier="+1" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+12" name="Starting" /><Factor modifier="+2" name="Halfling" /><AbilityModifier dice-class="dice1d20plus3Dexterity" modifier="+2" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="9"><Factor modifier="+9" name="Starting" /><AbilityModifier dice-class="dice1d20Intelligence" modifier="-1" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Wisdom" modifier="+2" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="18"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Halfling" /><AbilityModifier dice-class="dice1d20plus5Charisma" modifier="+4" 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"><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=730&amp;ftype=1" name="Magic Short sword +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus3Damage" value="1d6+3"><Factor modifier="+2" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus3Attack" value="3"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Sling" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=37&amp;ftype=3"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d6plus2Damage" value="1d6+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus3Attack" value="3"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5" flavor="You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge." isMore="" keywords="Divine, Radiant" name="Divine Challenge" packagename="Paladin" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=4" powertype="Feature" powerusage="At-Will" source="Paladin Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=805"><PowerCardItem><Name>Target</Name><Description>One creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
	Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target. The damage equals 3 + your Charisma modifier.
	Level 11: 6 + your Charisma modifier radiant damage
	Level 21: 9 + your Charisma modifier radiant damage</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power only once per turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="The clean light of your weapon pierces your enemies and fills you with resolve." isMore="" keywords="Divine, Radiant, Weapon" level="1" name="Virtuous Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Paladin Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3687"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Level 21: 2[W] + Charisma modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>This power can be used as a melee basic attack.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=730&amp;ftype=1" name="Magic Short sword +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Radiant" value="1d6+5"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" type="Radiant" value="1d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" type="Radiant" value="1d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You attack your enemy and make it the focus of your god&apos;s anger." isMore="" keywords="Divine, Weapon" level="1" name="Ardent Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Paladin Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7241"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength or Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Level 21: 2[W] + Strength modifier or Charisma modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>When charging, you can use this power in place of a melee basic attack.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=730&amp;ftype=1" name="Magic Short sword +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" value="1d6+5"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 5 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="No Action" attacktype="Special" display-class="USAGE_ValiantCharge" flavor="You charge your enemy and strike out, momentarily holding it where it stands." isMore="" keywords="Martial" name="Valiant Charge" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Chevalier Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14145" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_ValiantCharge&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit a creature with a charge attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The creature is immobilized until the end of its next turn.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_SecondChance" flavor="Luck and small size combine to work in your favor as you dodge your enemy&apos;s attack." isMore="" name="Second Chance" packagename="Halfling" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=5" powerusage="Encounter" source="Halfling Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1452" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_SecondChance&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You are hit by an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The attacker must reroll the attack and use the second roll, even if it is lower.</Description></PowerCardItem></Power><Power actiontype="No Action" attacktype="Close burst 10" display-class="USAGE_ChaunteasBlessing" flavor="Chauntea shields those who fight in her cause. With a single word of encouragement, your comrade rallies." isMore="" keywords="Divine" name="Chauntea&apos;s Blessing" packagename="" packageurl="" powerusage="Encounter" source="Feat Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3587" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_ChaunteasBlessing&apos;, {isBoolean:1});"><PowerCardItem><Name>Channel Divinity</Name><Description>You can use only one channel divinity power per encounter</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>An ally within 10 squares fails a saving throw</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The triggering ally</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target rerolls the failed saving throw with a +4 power bonus.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_ValorousSmite" flavor="You cry out as you strike, daring all your enemies to face you." isMore="" keywords="Divine, Weapon" level="1" name="Valorous Smite" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Paladin Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3689" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_ValorousSmite&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=730&amp;ftype=1" name="Magic Short sword +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" value="2d6+5"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 10" display-class="USAGE_DivineMettle" flavor="Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction." isMore="" keywords="Divine" name="Divine Mettle" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Paladin Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1746" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_DivineMettle&apos;, {isBoolean:1});"><PowerCardItem><Name>Channel Divinity</Name><Description>You can use only one channel divinity power per encounter</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target makes a saving throw with a bonus equal to your Charisma modifier.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_DivineStrength" flavor="You petition your deity for the divine strength to lay low your enemies." isMore="" keywords="Divine" name="Divine Strength" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Paladin Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1747" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_DivineStrength&apos;, {isBoolean:1});"><PowerCardItem><Name>Channel Divinity</Name><Description>You can use only one channel divinity power per encounter</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Apply your Strength modifier as extra damage on your next attack this turn.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Melee 1" display-class="USAGE_BattleRiding" flavor="You quickly guide your mount away from danger." isMore="" keywords="Martial" level="2" name="Battle Riding" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Chevalier Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14146" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_BattleRiding&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>A mount you are riding is damaged by an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Your mount takes half damage from the triggering attack. After the attack is resolved, your mount can shift 1 square.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>Chevalier</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_MasterDiplomat" flavor="Catching a possible faux pas in what you were about to say, you quickly adjust your soothing words and flattery to work more magic than the most powerful spell." isMore="" level="2" name="Master Diplomat" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Diplomacy Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12830" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_MasterDiplomat&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You make a Diplomacy check and dislike the result</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Reroll the Diplomacy check. You decide whether to make the reroll before the DM announces the result. You can use whichever result you prefer.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Diplomacy.</Description></PowerCardItem></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" attacktype="Melee touch" display-class="USAGE_VirtuesTouch" flavor="Your gentle touch removes affliction." isMore="" keywords="Divine" name="Virtue&apos;s Touch" packagename="" packageurl="" powertype="Feature" powerusage="Daily" source="Paladin Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7240" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_VirtuesTouch&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You remove one condition from the target: blinded, dazed, deafened, slowed, stunned, or weakened.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_MajesticHalo" flavor="You shine with divine radiance that sears your enemies as you attack and commands their respect." isMore="" keywords="Divine, Radiant, Weapon" level="1" name="Majestic Halo" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Paladin Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3271" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;USAGE_MajesticHalo&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Charisma modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=730&amp;ftype=1" name="Magic Short sword +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d6plus5Damage" type="Radiant" value="3d6+5"><Factor modifier="+4" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice3d4plus4Damage" type="Radiant" value="3d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+4" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus4Damage" type="Radiant" value="3d4+4"><Factor modifier="+4" name="Charisma modifier" /></Damage></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Chauntea&apos;s Blessing" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=600" /><Feat description="" name="Mercy&apos;s Reward" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3089" /><Feat description="" name="Skill Power" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2618" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="6" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="1" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="108"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_Shortsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Shortsword" equippedcount="1" name="Short sword" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_Shortsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Shortsword?&apos;, displayClass:&apos;CUR_Item_Shortsword&apos;, text:&apos;How many Shortsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=3&amp;page=item"><Enhancement name="Magic Weapon +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=730&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_AmuletofPhysicalResolve1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AmuletofPhysicalResolve1" equippedcount="1" name="Amulet of Physical Resolve +1" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_AmuletofPhysicalResolve1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AmuletofPhysicalResolve1?&apos;, displayClass:&apos;CUR_Item_AmuletofPhysicalResolve1&apos;, text:&apos;How many AmuletofPhysicalResolve1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3547&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_PlateArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PlateArmor" equippedcount="1" name="Plate Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_PlateArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PlateArmor?&apos;, displayClass:&apos;CUR_Item_PlateArmor&apos;, text:&apos;How many PlateArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=2&amp;page=item"><Enhancement name="Versatile Armor +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1871&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_HeavyShield&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HeavyShield" equippedcount="1" name="Heavy Shield" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_HeavyShield&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HeavyShield?&apos;, displayClass:&apos;CUR_Item_HeavyShield&apos;, text:&apos;How many HeavyShield should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_PotionofResistanceheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofResistanceheroictier" equippedcount="0" name="Potion of Resistance (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_PotionofResistanceheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofResistanceheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofResistanceheroictier&apos;, text:&apos;How many PotionofResistanceheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3940&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_PotionofWaterWalking&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofWaterWalking" equippedcount="0" name="Potion of Water Walking" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_PotionofWaterWalking&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofWaterWalking?&apos;, displayClass:&apos;CUR_Item_PotionofWaterWalking&apos;, text:&apos;How many PotionofWaterWalking should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9876&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_LightBarding&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LightBarding" equippedcount="0" name="Light Barding" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_LightBarding&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LightBarding?&apos;, displayClass:&apos;CUR_Item_LightBarding&apos;, text:&apos;How many LightBarding should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=50&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_Sling&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sling" equippedcount="0" name="Sling" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_Sling&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sling?&apos;, displayClass:&apos;CUR_Item_Sling&apos;, text:&apos;How many Sling should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=37&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_Dagger" equippedcount="0" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_SlingBullets&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SlingBullets" equippedcount="0" name="Sling Bullets" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_SlingBullets&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SlingBullets?&apos;, displayClass:&apos;CUR_Item_SlingBullets&apos;, text:&apos;How many SlingBullets should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=16&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HolySymbol" equippedcount="0" name="Holy Symbol" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HolySymbol?&apos;, displayClass:&apos;CUR_Item_HolySymbol&apos;, text:&apos;How many HolySymbol should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=27&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RidingHorse" equippedcount="0" name="Riding Horse" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RidingHorse?&apos;, displayClass:&apos;CUR_Item_RidingHorse&apos;, text:&apos;How many RidingHorse should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=43&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhipmMwFDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Damaran" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Implement Proficiency" source="Paladin"><Proficiency name="Holy Symbol" source="Paladin" /></ProficiencyGroup><ProficiencyGroup name="Military Melee" source="Paladin"><Proficiency name="Battleaxe" source="Paladin" /><Proficiency name="Handaxe" source="Paladin" /><Proficiency name="Flail" source="Paladin" /><Proficiency name="Throwing hammer" source="Paladin" /><Proficiency name="Warhammer" source="Paladin" /><Proficiency name="War pick" source="Paladin" /><Proficiency name="Scimitar" source="Paladin" /><Proficiency name="Longsword" source="Paladin" /><Proficiency name="Short sword" source="Paladin" /><Proficiency name="Greataxe" source="Paladin" /><Proficiency name="Heavy flail" source="Paladin" /><Proficiency name="Glaive" source="Paladin" /><Proficiency name="Halberd" source="Paladin" /><Proficiency name="Maul" source="Paladin" /><Proficiency name="Longspear" source="Paladin" /><Proficiency name="Greatsword" source="Paladin" /><Proficiency name="Rapier" source="Paladin" /><Proficiency name="Falchion" source="Paladin" /><Proficiency name="Broadsword" source="Paladin" /><Proficiency name="Khopesh" source="Paladin" /><Proficiency name="Light war pick" source="Paladin" /><Proficiency name="Scourge" source="Paladin" /><Proficiency name="Trident" source="Paladin" /><Proficiency name="Heavy war pick" source="Paladin" /><Proficiency name="Alhulak" source="Paladin" /><Proficiency name="Carrikal" source="Paladin" /><Proficiency name="Trikal" source="Paladin" /><Proficiency name="Blade of winter&apos;s mourning" source="Paladin" /><Proficiency name="Blade of annihilation" source="Paladin" /><Proficiency name="Starshadow blade" source="Paladin" /><Proficiency name="Sword of the white well" source="Paladin" /><Proficiency name="Scourge of exquisite agony" source="Paladin" /><Proficiency name="Lance" source="Paladin" /><Proficiency name="Pike" source="Paladin" /><Proficiency name="Feral armor claw" source="Paladin" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Paladin"><Proficiency name="Club" source="Paladin" /><Proficiency name="Dagger" source="Paladin" /><Proficiency name="Javelin" source="Paladin" /><Proficiency name="Mace" source="Paladin" /><Proficiency name="Sickle" source="Paladin" /><Proficiency name="Spear" source="Paladin" /><Proficiency name="Greatclub" source="Paladin" /><Proficiency name="Morningstar" source="Paladin" /><Proficiency name="Quarterstaff" source="Paladin" /><Proficiency name="Scythe" source="Paladin" /><Proficiency name="Spiked gauntlet" source="Paladin" /><Proficiency name="Talid" source="Paladin" /><Proficiency name="Widow&apos;s knife" source="Paladin" /><Proficiency name="Wrist razors" source="Paladin" /><Proficiency name="Light mace" source="Paladin" /><Proficiency name="Short spear" source="Paladin" /><Proficiency name="Claw fighter claw" source="Paladin" /><Proficiency name="Shadowblade" source="Paladin" /><Proficiency name="Climbing claw" source="Paladin" /><Proficiency name="Dragontooth shield" source="Paladin" /><Proficiency name="Fighting shield" source="Paladin" /><Proficiency name="Soul shield" source="Paladin" /><Proficiency name="Sun shield" source="Paladin" /><Proficiency name="Rod of seven parts" source="Paladin" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Paladin"><Proficiency name="Hand crossbow" source="Paladin" /><Proficiency name="Sling" source="Paladin" /><Proficiency name="Crossbow" source="Paladin" /><Proficiency name="Repeating crossbow" source="Paladin" /><Proficiency name="Dejada" source="Paladin" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Paladin" /><Proficiency name="Leather" source="Paladin" /><Proficiency name="Hide" source="Paladin" /><Proficiency name="Chainmail" source="Paladin" /><Proficiency name="Scale" source="Paladin" /><Proficiency name="Plate" source="Paladin" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Heavy" source="Paladin" /><Proficiency name="Light" source="Paladin" /></ShieldProficiencies></Proficiencies></Character>