<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullviewPref.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.milestone();" name="Jacen Ramirez" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA"><Description age="32" height="180 cm" weight="70 kg"><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="Torm" experience="1000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="2" name="Cleric" powersource="Divine" role="Leader" size="Medium" tier="Heroic" vision="Normal"><Race description="The most ambitious of races, humans count among their number the greatest heroes &#8230;and the greatest villains." name="Human" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7"><Feature description="Choose an extra feat at 1st level." name="Bonus Feat" /><Feature description="Trained in one additional class skill." name="Bonus Skill" /><Feature description="+1 to Fortitude, Reflex, and Will." name="Human Defense Bonuses" /><Feature description="Choose an option for your human character." name="Human Power Selection" /><Feature description="Know one extra 1st-level attack power from your class." name="Bonus At-Will Power" /></Race><Background description="" name="Occupation - Military" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=99"><Feature description="" name="+2 to Athletics" /></Background><Class description="You are the servant of a divine power, using prayers to devastate foes and bolster allies." name="Cleric" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=2"><Feature description="" name="Channel Divinity" /><Feature description="" name="Healer&apos;s Lore" /><Feature description="" name="Healing Word" /><Feature description="" name="Ritual Casting" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="29"><Factor abbreviation="Con" modifier="+12" name="Constitution" /><Factor abbreviation="Cleric 1" modifier="+12" name="Level 1 Cleric" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Cleric 2" modifier="+5" multiplied="5" multiplier="1" name="Level 2 Cleric" /></MaxHitPoints><BloodiedValue value="14"><Factor abbreviation="1/2 HP" modifier="+14" multiplied="29" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="8"><Factor modifier="+7" name="Cleric" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.surgeValueToHitPoints(7);" value="7"><Factor abbreviation="1/4 HP" modifier="+7" multiplied="29" 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="Human" /><Factor modifier="-1" name="Chainmail" /></Speed><Initiative dice-class="dice1d20plus1Initiative" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" 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="18"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Inherent Defense Bonus" /><Factor modifier="+6" name="Chainmail" /><Factor modifier="+1" name="Shield Defense Bonus" /><Condition name="+0 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="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+0" name="Inherent Defense Bonus" /><Factor abbreviation="Str mod" modifier="+3" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="15"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Lightning Reflexes" /><Factor modifier="+0" name="Inherent Defense Bonus" /><Factor modifier="+1" name="Shield Defense Bonus" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="18"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+0" name="Inherent Defense Bonus" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="15"><Factor modifier="+5" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="20"><Factor modifier="+10" 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="dice1d20Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></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="dice1d20plus5Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+2" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+3" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="2"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Diplomacy" name="Diplomacy" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="7"><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="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="10"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="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="dice1d20plus10Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="10"><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="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="2"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+4" 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="dice1d20Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="2"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" 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="16"><Factor modifier="+16" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Strength" modifier="+3" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Constitution" modifier="+1" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus1Dexterity" modifier="+0" rollmodifier="+1" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20Intelligence" modifier="-1" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="18"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Human" /><AbilityModifier dice-class="dice1d20plus5Wisdom" modifier="+4" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Charisma" modifier="+1" rollmodifier="+2" /></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" name="Longsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+3" 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 - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+3" name="Strength modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+3" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+3" name="Strength modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></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="dice1d20plus2Attack" value="2"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus1Damage" value="1d4+1"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" flavor="A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally&apos;s attack." isMore="" keywords="Divine, Implement, Radiant" level="1" name="Lance of Faith" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=841"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
	Level 21: 2d8 + Wisdom modifier radiant damage.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Reflex" name="Holy Symbol" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=27&amp;ftype=4"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" type="Radiant" value="1d8+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" type="Radiant" value="1d8+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" flavor="You bathe your enemy in sacred light, searing it in radiance. You call out to one of your comrades, invigorating him or her with the sight of holy power." isMore="" keywords="Divine, Implement, Radiant" level="1" name="Sacred Flame" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=889"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level.
	Level 21: 2d6 + Wisdom modifier radiant damage.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Reflex" name="Holy Symbol" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=27&amp;ftype=4"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Radiant" value="1d6+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Radiant" value="1d6+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Your weapon burns like a star as you draw upon the power of the sun to smite your foe and bolster an ally." isMore="" keywords="Divine, Radiant, Weapon" level="1" name="Brand of the Sun" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12648"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Wisdom modifier radiant damage.
Level 21: 2[W] + Wisdom modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You or one ally within 5 squares of you can make a saving throw.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" name="Longsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" type="Radiant" value="1d8+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" type="Radiant" value="1d4+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></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="Standard Action" attacktype="Melee weapon" display-class="USAGE_HealingStrike" flavor="You call out your god&apos;s might to your enemy as you strike, challenging your foe. Your deity bestows a minor blessing of healing upon you or an ally" isMore="" keywords="Divine, Healing, Radiant, Weapon" level="1" name="Healing Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=891" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_HealingStrike&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 radiant damage, and you mark the target until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Longsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+3" 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 - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" type="Radiant" value="2d8+4"><Factor modifier="+3" name="Strength modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+3" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" type="Radiant" value="2d4+4"><Factor modifier="+3" name="Strength modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_DivineFortune" flavor="In the face of peril, you hold true to your faith and receive a special boon." isMore="" keywords="Channel Divinity, Divine" name="Divine Fortune" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Cleric Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1589" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_DivineFortune&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use only one channel divinity power per encounter.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close burst 2 (3 at 11th level, 5 at 21st level)" display-class="USAGE_TurnUndead" flavor="You sear undead foes, push them back, and root them in place." isMore="" keywords="Channel Divinity, Divine, Implement, Radiant" name="Turn Undead" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Cleric Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=146" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_TurnUndead&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each undead creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
	Level 11: 2d10 + Wisdom modifier radiant damage.
	Level 21: 3d10 + Wisdom modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use only one channel divinity power per encounter.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Will" name="Holy Symbol" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=27&amp;ftype=4"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" type="Radiant" value="1d10+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" type="Radiant" value="1d10+5"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Close burst 3" display-class="USAGE_BeaconofHope" flavor="You release a burst of divine energy that weakens your foes even as it heals your allies. The energy lingers within your holy symbol for a short time, improving your ability to heal your allies." isMore="" keywords="Divine, Healing, Implement" level="1" name="Beacon of Hope" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=913" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_BeaconofHope&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is weakened until the end of its next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Will" name="Holy Symbol" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=27&amp;ftype=4"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5" display-class="USAGE_ShieldofFaith" flavor="A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks." isMore="" keywords="Divine" level="2" name="Shield of Faith" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Cleric Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=945" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_ShieldofFaith&apos;, {isBoolean:1});"><PowerCardItem><Name>Targets</Name><Description>You and each ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target gains a +2 power bonus to AC until the end of the encounter.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Close burst 5 (10 at 11th level, 15 at 21st level)" display-class="USAGE_HealingWord" flavor="You utter a soothing word that mends wounds of the body and spirit." isMore="" keywords="Healing" name="Healing Word" packagename="Cleric" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=2" powertype="Utility" powerusage="Encounter (Special)" source="Cleric Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1455" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;USAGE_HealingWord&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge and regain 1d6 additional hit points.
	Level 6: 2d6 additional hit points.
	Level 11: 3d6 additional hit points.
	Level 16: 4d6 additional hit points.
	Level 21: 5d6 additional hit points.
	Level 26: 6d6 additional hit points.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Battle Cleric Armaments" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1960" /><Feat description="" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Lightning Reflexes" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=149" /><Feat description="Your power enables an ally to spend a healing surge: the ally may also shift 1 sq (free action) or gain +2  to AC and Reflex until their next turn starts" name="Last Legion Officer" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3553" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="3" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="116"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Longsword" equippedcount="1" name="Longsword" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Longsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longsword?&apos;, displayClass:&apos;CUR_Item_Longsword&apos;, text:&apos;How many Longsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=19&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_LightShield&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LightShield" equippedcount="1" name="Light Shield" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_LightShield&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LightShield?&apos;, displayClass:&apos;CUR_Item_LightShield&apos;, text:&apos;How many LightShield should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Chainmail&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Chainmail" equippedcount="1" name="Chainmail" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Chainmail&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Chainmail?&apos;, displayClass:&apos;CUR_Item_Chainmail&apos;, text:&apos;How many Chainmail should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_CreateHolyWater&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CreateHolyWater" equippedcount="0" name="Create Holy Water" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_CreateHolyWater&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CreateHolyWater?&apos;, displayClass:&apos;CUR_Item_CreateHolyWater&apos;, text:&apos;How many CreateHolyWater should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=273" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_MakeWhole&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_MakeWhole" equippedcount="0" name="Make Whole" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_MakeWhole&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last MakeWhole?&apos;, displayClass:&apos;CUR_Item_MakeWhole&apos;, text:&apos;How many MakeWhole should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=51" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Tent&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Tent" equippedcount="0" name="Tent" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Tent&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Tent?&apos;, displayClass:&apos;CUR_Item_Tent&apos;, text:&apos;How many Tent should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=34&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waterskin" equippedcount="0" name="Waterskin" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waterskin?&apos;, displayClass:&apos;CUR_Item_Waterskin&apos;, text:&apos;How many Waterskin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_HempenRope50ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HempenRope50ft" equippedcount="0" name="Hempen Rope (50 ft.)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_HempenRope50ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HempenRope50ft?&apos;, displayClass:&apos;CUR_Item_HempenRope50ft&apos;, text:&apos;How many HempenRope50ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TrailRations" equippedcount="0" name="Trail Rations" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TrailRations?&apos;, displayClass:&apos;CUR_Item_TrailRations&apos;, text:&apos;How many TrailRations should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltPouchempty" equippedcount="0" name="Belt Pouch (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltPouchempty?&apos;, displayClass:&apos;CUR_Item_BeltPouchempty&apos;, text:&apos;How many BeltPouchempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Bedroll" equippedcount="0" name="Bedroll" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Bedroll?&apos;, displayClass:&apos;CUR_Item_Bedroll&apos;, text:&apos;How many Bedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Backpackempty" equippedcount="0" name="Backpack (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Backpackempty?&apos;, displayClass:&apos;CUR_Item_Backpackempty&apos;, text:&apos;How many Backpackempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj4r60EDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RitualBook?&apos;, displayClass:&apos;CUR_Item_RitualBook&apos;, text:&apos;How many RitualBook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=31&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Draconic" /></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="Cleric"><Proficiency name="Holy Symbol" source="Cleric" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Cleric"><Proficiency name="Club" source="Cleric" /><Proficiency name="Dagger" source="Cleric" /><Proficiency name="Javelin" source="Cleric" /><Proficiency name="Mace" source="Cleric" /><Proficiency name="Sickle" source="Cleric" /><Proficiency name="Spear" source="Cleric" /><Proficiency name="Greatclub" source="Cleric" /><Proficiency name="Morningstar" source="Cleric" /><Proficiency name="Quarterstaff" source="Cleric" /><Proficiency name="Scythe" source="Cleric" /><Proficiency name="Spiked gauntlet" source="Cleric" /><Proficiency name="Talid" source="Cleric" /><Proficiency name="Widow&apos;s knife" source="Cleric" /><Proficiency name="Wrist razors" source="Cleric" /><Proficiency name="Light mace" source="Cleric" /><Proficiency name="Short spear" source="Cleric" /><Proficiency name="Claw fighter claw" source="Cleric" /><Proficiency name="Shadowblade" source="Cleric" /><Proficiency name="Climbing claw" source="Cleric" /><Proficiency name="Dragontooth shield" source="Cleric" /><Proficiency name="Fighting shield" source="Cleric" /><Proficiency name="Soul shield" source="Cleric" /><Proficiency name="Sun shield" source="Cleric" /><Proficiency name="Rod of seven parts" source="Cleric" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Cleric"><Proficiency name="Hand crossbow" source="Cleric" /><Proficiency name="Sling" source="Cleric" /><Proficiency name="Crossbow" source="Cleric" /><Proficiency name="Repeating crossbow" source="Cleric" /><Proficiency name="Dejada" source="Cleric" /></ProficiencyGroup><Proficiency name="Longsword" source="Bonus Feat" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Cleric" /><Proficiency name="Leather" source="Cleric" /><Proficiency name="Hide" source="Cleric" /><Proficiency name="Chainmail" source="Cleric" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Light" source="Bonus Feat" /></ShieldProficiencies></Proficiencies></Character>