<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.milestone();" name="Tarr" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA"><Description height="7&apos;2&quot;-7&apos;8&quot;" weight="280-340 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="16500" alignment="Unaligned" deity="" experience="13000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="8" name="Warden" powersource="Primal" role="Defender" 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><Background description="Great canyons and towering earth spires, spectacularly striated rock, dry and thirsty soil" name="Broken Lands" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=302"><Feature description="" name="+2 to Endurance" /></Background><Class description="You draw on the primal spirits to protect the natural world from corrupting forces." name="Warden" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=134"><Feature description="At the start of your turn, roll a saving throw" name="Font of Life" /><Feature description="Choose a Guardian Might option" name="Guardian Might" /><Feature description="Add Con mod to AC instead of Dex or Int. When you use second wind, add your Con mod to AC." name="Earthstrength" /><Feature description="On your turn, you can mark each adjacent enemy as a free action until the end of your next turn" name="Nature&apos;s Wrath" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances cold="5" fire="7" lightning="5" poison="5" psychic="5" thunder="5" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="85"><Factor abbreviation="Con" modifier="+19" name="Constitution" /><Factor abbreviation="Warden 1" modifier="+17" name="Level 1 Warden" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor modifier="+7" name="_PER-LEVEL-HPS" /><Factor abbreviation="Warden 8" modifier="+49" multiplied="7" multiplier="7" name="Level 8 Warden" /></MaxHitPoints><BloodiedValue value="42"><Factor abbreviation="1/2 HP" modifier="+42" multiplied="85" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="15"><Factor modifier="+9" name="Warden" /><Factor modifier="+2" name="Durable" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.surgeValueToHitPoints(21);" value="21"><Factor abbreviation="1/4 HP" modifier="+21" multiplied="85" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Goliath" /></Speed><Initiative dice-class="dice1d20plus5Initiative" value="5"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+1" 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="25"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Shield Defense Bonus" /><Factor modifier="+3" name="Hide Armor" /><Factor modifier="+2" name="Armor of Resistance +2" /><Condition name="+4 Constitution modifier" /><Condition name="+1 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Frostwolf Pelt +1" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="18"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Shield Defense Bonus" /><Factor modifier="+1" name="Frostwolf Pelt +1" /><Factor abbreviation="Dex mod" modifier="+1" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Mountain&apos;s Tenacity" /><Factor modifier="+1" name="Frostwolf Pelt +1" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="21"><Factor modifier="+11" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="16"><Factor modifier="+6" 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="dice1d20plus2Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="2"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-3" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+1" 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="+4" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus12Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="12"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Athletics Misc" /><Factor modifier="-3" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus12Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="12"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor modifier="-3" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" 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="+4" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="13"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="11"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" 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="+4" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus2Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="2"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-3" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+1" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus2Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="2"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-3" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+1" 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="dice1d20plus8Strength" modifier="+4" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" 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="dice1d20plus8Constitution" modifier="+4" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus5Dexterity" modifier="+1" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Intelligence" modifier="+0" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus6Wisdom" modifier="+2" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Charisma" modifier="-1" rollmodifier="+3" /></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=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" 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="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+1" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus1Damage" value="1d4+1"><Factor modifier="+1" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Melee weapon" flavor="You lash out with nature&apos;s wrath at a foe that has attacked your ally and diminish its defenses." isMore="" keywords="Primal, Weapon" name="Warden&apos;s Fury" packagename="" packageurl="" powertype="Feature" powerusage="At-Will" source="Warden Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5093"><PowerCardItem><Name>Trigger</Name><Description>An enemy marked by you makes an attack that does not include you as a target</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The triggering enemy</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Reaction" attacktype="Close burst 5" flavor="Spectral vines clutch at a foe that has attacked your ally, impeding your enemy&apos;s movement." isMore="" keywords="Primal" name="Warden&apos;s Grasp" packagename="" packageurl="" powertype="Feature" powerusage="At-Will" source="Warden Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5094"><PowerCardItem><Name>Trigger</Name><Description>An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The triggering enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Primal power flows from the ground to give the weight of stone to your strike and to your skin, shielding you from attack for a  moment." isMore="" keywords="Primal, Weapon" level="1" name="Earth Shield Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Warden Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5095"><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 +1 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=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Your attack sends the primal energy of earth flowing into your enemy, slowing its movement." isMore="" keywords="Primal, Weapon" level="1" name="Weight of Earth" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Warden Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5098"><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 the target is slowed 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=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="Standard Action" attacktype="Melee weapon" display-class="USAGE_ThunderRamAssault" flavor="As your attack hits, you channel the spirit of the thunder ram to knock your foe and its companions away from you." isMore="" keywords="Primal, Thunder, Weapon" level="1" name="Thunder Ram Assault" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warden Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5101" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_ThunderRamAssault&apos;, {isBoolean:1});"><PowerCardItem><Name>Primary Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3.</Description></PowerCardItem><PowerCardItem><Name> Earthstrength</Name><Description>You also push the primary target a number of squares equal to your Constitution modifier.</Description></PowerCardItem><PowerCardItem><Name> Secondary Target</Name><Description>Each creature in the blast</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Strength vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1d6 thunder damage, and you push the secondary target 1 square.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" type="Thunder" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" type="Thunder" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 1" display-class="USAGE_FormofMountainsThunderAttack" isMore="" keywords="Lightning, Polymorph, Primal, Thunder, Weapon" name="Form of Mountain&apos;s Thunder Attack" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9826" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_FormofMountainsThunderAttack&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy you can see in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier thunder damage, and you knock the target prone.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each enemy marked by you takes lightning damage equal to your Strength modifier.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>The Form of Mountain's Thunder power must be active in order to use this power.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" type="Thunder" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" type="Thunder" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Melee 1" display-class="USAGE_WardensTempest" flavor="Your wrath is a storm, and an enemy that feels it is moved against its will." isMore="" keywords="Primal" level="2" name="Warden&apos;s Tempest" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Warden Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9833" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_WardensTempest&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One enemy marked by you</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You slide the target 1 square.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_GuardianShockWave" flavor="As you hit with a brutal attack, a wave of primal energy ripples through the ground around the target." isMore="" keywords="Primal, Weapon, Zone" level="3" name="Guardian Shock Wave" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warden Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9835" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_GuardianShockWave&apos;, {isBoolean:1});"><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 the squares adjacent to the target become a zone of shifting ground until the end of your next turn. Any enemy marked by you that enters the zone is knocked prone.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_EarthGift" flavor="The spirits of earth reward your attack with a gift of health." isMore="" keywords="Healing, Primal, Weapon" level="7" name="Earth Gift" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warden Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5123" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_EarthGift&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage, and you regain 10 hit points.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice2d10plus6Damage" value="2d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+4" name="Strength modifier" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_FormofMountainsThunder" flavor="You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike your foes." isMore="" keywords="Lightning, Polymorph, Primal, Thunder" level="1" name="Form of Mountain&apos;s Thunder" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Warden Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9825" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_FormofMountainsThunder&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You assume the guardian form of mountain's thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes thunder damage equal to your Strength modifier.

Once during this encounter, you can use the Form of Mountain's Thunder Attack power while you are in this form.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close blast 3" display-class="USAGE_Earth-ShakingRend" flavor="The ground before you shakes when you strike it with your weapon, blasting creatures and knocking them off their feet." isMore="" keywords="Primal, Weapon, Zone" level="5" name="Earth-Shaking Rend" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Warden Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9840" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_Earth-ShakingRend&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the blast</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>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target is knocked prone. The blast creates a zone of shifting earth that lasts until the end of your next turn. The zone is difficult terrain, and any creature that ends its turn within the zone is knocked prone.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149494.8&amp;ftype=1" name="Frost Brand Warhammer +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=16&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_TreacherousIce" flavor="Ice forms on the ground around you as you fight, limiting your foes&apos; movement." isMore="" keywords="Primal, Stance" level="6" name="Treacherous Ice" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Warden Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9849" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;USAGE_TreacherousIce&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the stance ends, enemies can't shift into or out of squares adjacent to you.</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="Bludgeon Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3123" /><Feat description="" name="Staggering Smash" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1871" /><Feat description="" name="Focused Mind" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2594" /><Feat description="" name="Durable" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=131" /><Feat description="" name="Disciple of Stone" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3134" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="127"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_ViperBelt&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ViperBelt" equippedcount="1" name="Viper Belt" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_ViperBelt&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ViperBelt?&apos;, displayClass:&apos;CUR_Item_ViperBelt&apos;, text:&apos;How many ViperBelt should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3825&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="Armor of Resistance +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1474&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_FrostwolfPelt1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FrostwolfPelt1" equippedcount="1" name="Frostwolf Pelt +1" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_FrostwolfPelt1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FrostwolfPelt1?&apos;, displayClass:&apos;CUR_Item_FrostwolfPelt1&apos;, text:&apos;How many FrostwolfPelt1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6939&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_Warhammer&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Warhammer" equippedcount="1" name="Warhammer" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_Warhammer&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Warhammer?&apos;, displayClass:&apos;CUR_Item_Warhammer&apos;, text:&apos;How many Warhammer should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=16&amp;ftype=3&amp;page=item"><Enhancement name="Frost Brand Weapon +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149494.8&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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"><Enhancement name="Greater Storm Shield (heroic tier)" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149566.8&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_HuntersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HuntersKit" equippedcount="0" name="Hunter&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_HuntersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HuntersKit?&apos;, displayClass:&apos;CUR_Item_HuntersKit&apos;, text:&apos;How many HuntersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=103&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_TravelersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersKit" equippedcount="0" name="Traveler&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_TravelersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersKit?&apos;, displayClass:&apos;CUR_Item_TravelersKit&apos;, text:&apos;How many TravelersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=223&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_PotionofCureModerateWounds&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofCureModerateWounds" equippedcount="0" name="Potion of Cure Moderate Wounds" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_PotionofCureModerateWounds&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofCureModerateWounds?&apos;, displayClass:&apos;CUR_Item_PotionofCureModerateWounds&apos;, text:&apos;How many PotionofCureModerateWounds should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149658.10&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_PotionofCureLightWounds&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_PotionofCureLightWounds" equippedcount="0" name="Potion of Cure Light Wounds" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_PotionofCureLightWounds&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofCureLightWounds?&apos;, displayClass:&apos;CUR_Item_PotionofCureLightWounds&apos;, text:&apos;How many PotionofCureLightWounds should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149657.1&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_Journeybreads&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Journeybreads" equippedcount="0" name="Journeybreads" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_Journeybreads&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Journeybreads?&apos;, displayClass:&apos;CUR_Item_Journeybreads&apos;, text:&apos;How many Journeybreads should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=28&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EverburningTorch" equippedcount="0" name="Everburning Torch" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EverburningTorch?&apos;, displayClass:&apos;CUR_Item_EverburningTorch&apos;, text:&apos;How many EverburningTorch should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=24&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClimbersKit" equippedcount="0" name="Climber&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClimbersKit?&apos;, displayClass:&apos;CUR_Item_ClimbersKit&apos;, text:&apos;How many ClimbersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj38O0FDA.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="Dwarven" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Military Melee" source="Warden"><Proficiency name="Battleaxe" source="Warden" /><Proficiency name="Handaxe" source="Warden" /><Proficiency name="Flail" source="Warden" /><Proficiency name="Throwing hammer" source="Warden" /><Proficiency name="Warhammer" source="Warden" /><Proficiency name="War pick" source="Warden" /><Proficiency name="Scimitar" source="Warden" /><Proficiency name="Longsword" source="Warden" /><Proficiency name="Short sword" source="Warden" /><Proficiency name="Greataxe" source="Warden" /><Proficiency name="Heavy flail" source="Warden" /><Proficiency name="Glaive" source="Warden" /><Proficiency name="Halberd" source="Warden" /><Proficiency name="Maul" source="Warden" /><Proficiency name="Longspear" source="Warden" /><Proficiency name="Greatsword" source="Warden" /><Proficiency name="Rapier" source="Warden" /><Proficiency name="Falchion" source="Warden" /><Proficiency name="Broadsword" source="Warden" /><Proficiency name="Khopesh" source="Warden" /><Proficiency name="Light war pick" source="Warden" /><Proficiency name="Scourge" source="Warden" /><Proficiency name="Trident" source="Warden" /><Proficiency name="Heavy war pick" source="Warden" /><Proficiency name="Alhulak" source="Warden" /><Proficiency name="Carrikal" source="Warden" /><Proficiency name="Trikal" source="Warden" /><Proficiency name="Blade of winter&apos;s mourning" source="Warden" /><Proficiency name="Blade of annihilation" source="Warden" /><Proficiency name="Starshadow blade" source="Warden" /><Proficiency name="Sword of the white well" source="Warden" /><Proficiency name="Scourge of exquisite agony" source="Warden" /><Proficiency name="Lance" source="Warden" /><Proficiency name="Pike" source="Warden" /><Proficiency name="Blade of chaos" source="Warden" /><Proficiency name="Feral armor claw" source="Warden" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Warden"><Proficiency name="Club" source="Warden" /><Proficiency name="Dagger" source="Warden" /><Proficiency name="Javelin" source="Warden" /><Proficiency name="Mace" source="Warden" /><Proficiency name="Sickle" source="Warden" /><Proficiency name="Spear" source="Warden" /><Proficiency name="Greatclub" source="Warden" /><Proficiency name="Morningstar" source="Warden" /><Proficiency name="Quarterstaff" source="Warden" /><Proficiency name="Scythe" source="Warden" /><Proficiency name="Spiked gauntlet" source="Warden" /><Proficiency name="Talid" source="Warden" /><Proficiency name="Widow&apos;s knife" source="Warden" /><Proficiency name="Wrist razors" source="Warden" /><Proficiency name="Light mace" source="Warden" /><Proficiency name="Short spear" source="Warden" /><Proficiency name="Claw fighter claw" source="Warden" /><Proficiency name="Shadowblade" source="Warden" /><Proficiency name="Climbing claw" source="Warden" /><Proficiency name="Dragontooth shield" source="Warden" /><Proficiency name="Fighting shield" source="Warden" /><Proficiency name="Soul shield" source="Warden" /><Proficiency name="Sun shield" source="Warden" /><Proficiency name="Rod of seven parts" source="Warden" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Warden"><Proficiency name="Hand crossbow" source="Warden" /><Proficiency name="Sling" source="Warden" /><Proficiency name="Crossbow" source="Warden" /><Proficiency name="Repeating crossbow" source="Warden" /><Proficiency name="Dejada" source="Warden" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Warden" /><Proficiency name="Leather" source="Warden" /><Proficiency name="Hide" source="Warden" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Heavy" source="Warden" /><Proficiency name="Light" source="Warden" /></ShieldProficiencies></Proficiencies></Character>