<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.milestone();" name="Uxig" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA"><Description height="3&apos;6&quot;-4&apos;0&quot;" weight="60-75 lb."><Notes /><Appearance /><Traits>He was once a leader in his tribe. His clan was mostly wiped out by lizardman thugs in a territory dispute that also involved Elven and Human settlements. Many kobold were killed, several clansmen headed for the sanctuary of other similar tribes in distant lands; and a few were never heard from again (the assumption is they were taken as slaves). Uxig, as he was called, luckily escaped the attack as he was away at the time, having been sent by an elder shaman to gather a rare herb.

Following the decimation, he saw the honorable actions several humanoid adventure groups against that common enemy -- the lizardmen.  He cautiously offered his assistance in subsequent retributive attacks and as a shaman and healer, he was a welcomed member (although somewhat distrusted at first) of most adventuring groups that he journeyed with. His loyalty has, however, been proven time and again and many adventurers tend to come to his defense and seek his council. Around those he doesn't know, his instinct is still of caution and furtivness.

As for the barking, he keeps that to a minimum during the day, and as for nighttime, well, he claims that it is often drowned out by Dwarven snoring.</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="255000" alignment="Unaligned" deity="" experience="210000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="22" name="Shaman" powersource="Primal" role="Leader" size="Small" tier="Epic" vision="Normal"><Race description="" name="Kobold" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=23"><Feature description="Use shifty as an at-will power" name="Shifty" /><Feature description="+2 to defenses against traps" name="Trap Sense" /><Feature description="" name="Stealth Bonus" /><Feature description="" name="Thievery Bonus" /></Race><Background description="" name="Early Life - Invited Underground" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=435"><Feature description="" name="+2 to Dungeoneering" /></Background><Class description="" name="Shaman" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=147"><Feature description="Gain the call spirit companion power and choose a Companion Spirit option" name="Companion Spirit" /><Feature description="Ally adjacent to spirit companion gains hit points equal to your Con mod with second wind or your healing power" name="Protector Spirit" /><Feature description="Gain the healing spirit power" name="Healing Spirit" /><Feature description="Gain the speak with spirits power" name="Speak with Spirits" /></Class><ParagonPath description="" name="Spirit Tempest" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=277"><Feature description="When you take an action point action, allies adjacent to spirit companion teleport 2." name="Spirit Wind Action" /><Feature description="Allies adjacent to or within a zone created by your shaman powers also regain hp when you use healing spirit." name="Healing Guides" /><Feature description="Gain combat advantage against target of your shaman at-will spirit powers." name="Spirit Combatant" /></ParagonPath><EpicDestiny description="" name="Keybearer" url="http://www.wizards.com/dndinsider/compendium/epicdestiny.aspx?id=297"><Feature description="Regain one-half your hp and appear on any plane when you die, 1/day. Use Linked Portal or Planar Portal ritual with no component cost, 1/day." name="Portal Mastery" /></EpicDestiny></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances acid="10" cold="10" fire="10" lightning="10" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="154"><Factor abbreviation="Con" modifier="+22" name="Constitution" /><Factor abbreviation="Shaman 1" modifier="+12" name="Level 1 Shaman" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="Toughness" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Shaman 22" modifier="+105" multiplied="5" multiplier="21" name="Level 22 Shaman" /></MaxHitPoints><BloodiedValue value="77"><Factor abbreviation="1/2 HP" modifier="+77" multiplied="154" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="13"><Factor modifier="+7" name="Shaman" /><Factor abbreviation="Con mod" modifier="+6" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.surgeValueToHitPoints(38);" value="38"><Factor abbreviation="1/4 HP" modifier="+38" multiplied="154" 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="7"><Factor modifier="+6" name="Kobold" /><Factor modifier="+1" name="Fleet-Footed" /></Speed><Initiative dice-class="dice1d20plus13Initiative" value="13"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Condition name="+2 Trap Sense" /><Defense abbreviation="AC" name="Armor Class" value="30"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Leather Armor" /><Factor modifier="+5" name="Dawn Warrior Armor +5" /><Condition name="+2 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="33"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Great Fortitude" /><Factor modifier="+3" name="Cape of the Mountebank +3" /><Factor abbreviation="Con mod" modifier="+6" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="26"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+3" name="Cape of the Mountebank +3" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="32"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+3" name="Cape of the Mountebank +3" /><Factor abbreviation="Wis mod" modifier="+7" 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="33"><Factor modifier="+23" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="28"><Factor modifier="+18" 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="dice1d20plus13Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="13"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus12Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus20Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="20"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+7" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus22Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="22"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+6" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus20Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="20"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+7" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="18"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+7" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus23Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="23"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+7" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus23Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="23"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+7" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus17Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="17"><Factor abbreviation="1/2 Level" modifier="+11" 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="dice1d20plus15Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="15"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="15"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="12"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus12Strength" modifier="+1" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="22"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Kobold" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><Factor modifier="+1" name="Level 18" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus17Constitution" modifier="+6" rollmodifier="+17" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+10" name="Starting" /><Factor modifier="+2" name="Kobold" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus13Dexterity" modifier="+2" rollmodifier="+13" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="13"><Factor modifier="+11" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus12Intelligence" modifier="+1" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="24"><Factor modifier="+18" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><Factor modifier="+1" name="Level 18" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus18Wisdom" modifier="+7" rollmodifier="+18" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="10"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus11Charisma" modifier="+0" rollmodifier="+11" /></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" isMore="" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2106&amp;ftype=1" name="Force Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+1" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus1Damage" value="2d4+1"><Factor modifier="+1" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2106&amp;ftype=1" name="Force Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus2Damage" value="2d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Shifty" packagename="Kobold" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=23" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2479" /><Power actiontype="Opportunity Action" isMore="" name="Spirit&apos;s Shield" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5389"><Weapon attackstat="Wisdom" defense="Reflex" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice7Damage" value="7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice7Damage" value="7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Protecting Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6521"><Weapon attackstat="Wisdom" defense="Will" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice2d8plus12Damage" value="2d8+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus7Damage" value="2d8+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Call Spirit Companion" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6515" /><Power actiontype="Standard Action" isMore="" name="Spirit of the Tempest" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9735"><Weapon attackstat="Wisdom" defense="Fortitude" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice2d8plus12Damage" value="2d8+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus7Damage" value="2d8+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Assistance of the Strong Spirit" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11358" /><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 7 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 9 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" display-class="USAGE_SpeakwithSpirits" isMore="" name="Speak with Spirits" packagename="Shaman" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=147" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3775" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpeakwithSpirits&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SpringRenewalStrike" isMore="" name="Spring Renewal Strike" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5396" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpringRenewalStrike&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Fortitude" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice2d8plus12Damage" value="2d8+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus7Damage" value="2d8+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_SuddenRestoration" isMore="" name="Sudden Restoration" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3835" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SuddenRestoration&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" display-class="USAGE_PrimalGust" isMore="" name="Primal Gust" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5402" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_PrimalGust&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SpiritTide" isMore="" name="Spirit Tide" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5429" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpiritTide&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Will" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" value="2d10+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d10plus7Damage" value="2d10+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_SpiritFlow" isMore="" name="Spirit Flow" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5430" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpiritFlow&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_CalltotheIndomitableDefender" isMore="" name="Call to the Indomitable Defender" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5405" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_CalltotheIndomitableDefender&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Fortitude" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice2d6plus12Damage" value="2d6+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus7Damage" value="2d6+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SpiritofSpringsRenewal" isMore="" name="Spirit of Spring&apos;s Renewal" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3810" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpiritofSpringsRenewal&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Will" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice3d6plus12Damage" value="3d6+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice3d6plus7Damage" value="3d6+7"><Factor modifier="+7" name="Wisdom 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_AncientWarlordsInspiration" isMore="" name="Ancient Warlord&apos;s Inspiration" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5401" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_AncientWarlordsInspiration&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Reflex" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice1d10plus12Damage" value="1d10+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus7Damage" value="1d10+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_ReparativeSpirit" isMore="" name="Reparative Spirit" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5556" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_ReparativeSpirit&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Reflex" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice3d8plus12Damage" value="3d8+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice3d8plus7Damage" value="3d8+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_FacesoftheFallen" isMore="" name="Faces of the Fallen" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6946" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_FacesoftheFallen&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_TendrilsoftheFateWeaver" isMore="" name="Tendrils of the Fate Weaver" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3917" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_TendrilsoftheFateWeaver&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Will" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice4d10plus12Damage" value="4d10+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice4d10plus7Damage" value="4d10+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SpiritStorm" isMore="" name="Spirit Storm" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5431" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpiritStorm&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Will" name="Autumn Harvest Totem +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4932&amp;ftype=1"><Condition name="+3 to damage rolls against bloodied creatures - Autumn Harvest Totem +5" /><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Implement Expertise (Totem)" /></AttackBonus><Damage dice-class="dice4d8plus12Damage" value="4d8+12"><Factor modifier="+7" name="Wisdom modifier" /><Factor modifier="+5" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice4d8plus7Damage" value="4d8+7"><Factor modifier="+7" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_SpiritoftheWorldHealer" isMore="" name="Spirit of the World Healer" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3862" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_SpiritoftheWorldHealer&apos;, {isBoolean:1});"><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_HealingSpirit" isMore="" name="Healing Spirit" packagename="Shaman" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=147" powerusage="Encounter (Special)" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3773" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;USAGE_HealingSpirit&apos;, {isBoolean:1});"><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="+1 to attack rolls with totems" name="Implement Expertise (Totem)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=734" /><Feat description="Gain combat advantage with ranged and area attacks against flanked enemies" name="Distant Advantage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1002" /><Feat description="Change recipient of additional hit points" name="Shared Healing Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1027" /><Feat description="Allies adjacent to spirit companion gain +1 Fort, Ref, Will" name="Protector Spirit Adept" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1020" /><Feat description="Master and perform rituals" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="Gain 5 additional hit points per tier" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="Conjure spirit companion as a free action" name="Nimble Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=565" /><Feat description="Spirit companion protects unconscious allies" name="Guardian Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1041" /><Feat description="+1 to speed" name="Fleet-Footed" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=142" /><Feat description="+2 to Fortitude defense" name="Great Fortitude" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=145" /><Feat description="+2 to defenses for spirit companion" name="Resilient Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1862" /><Feat description="Spirit companion takes half damage from ranged attacks" name="Ephemeral Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1895" /><Feat description="Regain primal daily power when bloodied 1/day" name="Primal Resurgence" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=547" /><Feat description="Spirit companion effects extend to 2 squares" name="Mighty Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=566" /></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="5" carried-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="40" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="42" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="75"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_LeatherArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LeatherArmor" equippedcount="1" name="Leather Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_LeatherArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LeatherArmor?&apos;, displayClass:&apos;CUR_Item_LeatherArmor&apos;, text:&apos;How many LeatherArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=2&amp;page=item"><Enhancement name="Dawn Warrior Armor +5" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5007&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_RingofFeatherFallparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RingofFeatherFallparagontier" equippedcount="1" name="Ring of Feather Fall (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_RingofFeatherFallparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RingofFeatherFallparagontier?&apos;, displayClass:&apos;CUR_Item_RingofFeatherFallparagontier&apos;, text:&apos;How many RingofFeatherFallparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3743&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_SurvivorsBeltparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SurvivorsBeltparagontier" equippedcount="1" name="Survivor&apos;s Belt (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_SurvivorsBeltparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SurvivorsBeltparagontier?&apos;, displayClass:&apos;CUR_Item_SurvivorsBeltparagontier&apos;, text:&apos;How many SurvivorsBeltparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3819&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_GlovesoftheHealerparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GlovesoftheHealerparagontier" equippedcount="1" name="Gloves of the Healer (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_GlovesoftheHealerparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GlovesoftheHealerparagontier?&apos;, displayClass:&apos;CUR_Item_GlovesoftheHealerparagontier&apos;, text:&apos;How many GlovesoftheHealerparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3393&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_BracersofSpeedparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofSpeedparagontier" equippedcount="1" name="Bracers of Speed (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_BracersofSpeedparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofSpeedparagontier?&apos;, displayClass:&apos;CUR_Item_BracersofSpeedparagontier&apos;, text:&apos;How many BracersofSpeedparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9080&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_AutumnHarvestTotem5&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AutumnHarvestTotem5" equippedcount="1" name="Autumn Harvest Totem +5" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_AutumnHarvestTotem5&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AutumnHarvestTotem5?&apos;, displayClass:&apos;CUR_Item_AutumnHarvestTotem5&apos;, text:&apos;How many AutumnHarvestTotem5 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4932&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_WavestriderBootsheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_WavestriderBootsheroictier" equippedcount="1" name="Wavestrider Boots (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_WavestriderBootsheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last WavestriderBootsheroictier?&apos;, displayClass:&apos;CUR_Item_WavestriderBootsheroictier&apos;, text:&apos;How many WavestriderBootsheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=996&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_GogglesofAuraSightheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GogglesofAuraSightheroictier" equippedcount="1" name="Goggles of Aura Sight (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_GogglesofAuraSightheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GogglesofAuraSightheroictier?&apos;, displayClass:&apos;CUR_Item_GogglesofAuraSightheroictier&apos;, text:&apos;How many GogglesofAuraSightheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3463&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="1" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=3&amp;page=item"><Enhancement name="Force Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2106&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_CapeoftheMountebank3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CapeoftheMountebank3" equippedcount="1" name="Cape of the Mountebank +3" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_CapeoftheMountebank3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CapeoftheMountebank3?&apos;, displayClass:&apos;CUR_Item_CapeoftheMountebank3&apos;, text:&apos;How many CapeoftheMountebank3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3578&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Drowmesh" equippedcount="0" name="Drowmesh" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Drowmesh?&apos;, displayClass:&apos;CUR_Item_Drowmesh&apos;, text:&apos;How many Drowmesh should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=26&amp;ftype=2&amp;page=item"><Enhancement name="Summoned Armor +5" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1846&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_PotionofRegenerationparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofRegenerationparagontier" equippedcount="0" name="Potion of Regeneration (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_PotionofRegenerationparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofRegenerationparagontier?&apos;, displayClass:&apos;CUR_Item_PotionofRegenerationparagontier&apos;, text:&apos;How many PotionofRegenerationparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3938&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_DeepfarersPouchheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DeepfarersPouchheroictier" equippedcount="0" name="Deepfarer&apos;s Pouch (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_DeepfarersPouchheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DeepfarersPouchheroictier?&apos;, displayClass:&apos;CUR_Item_DeepfarersPouchheroictier&apos;, text:&apos;How many DeepfarersPouchheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7197&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_BagofHoldingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BagofHoldingheroictier" equippedcount="0" name="Bag of Holding (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_BagofHoldingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BagofHoldingheroictier?&apos;, displayClass:&apos;CUR_Item_BagofHoldingheroictier&apos;, text:&apos;How many BagofHoldingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1119&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_AldronsFireboxheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AldronsFireboxheroictier" equippedcount="0" name="Aldron&apos;s Firebox (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_AldronsFireboxheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AldronsFireboxheroictier?&apos;, displayClass:&apos;CUR_Item_AldronsFireboxheroictier&apos;, text:&apos;How many AldronsFireboxheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8508&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_WoundstitchPowderheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_WoundstitchPowderheroictier" equippedcount="0" name="Woundstitch Powder (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_WoundstitchPowderheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last WoundstitchPowderheroictier?&apos;, displayClass:&apos;CUR_Item_WoundstitchPowderheroictier&apos;, text:&apos;How many WoundstitchPowderheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7279&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_FlyingCarpetparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlyingCarpetparagontier" equippedcount="0" name="Flying Carpet (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_FlyingCarpetparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlyingCarpetparagontier?&apos;, displayClass:&apos;CUR_Item_FlyingCarpetparagontier&apos;, text:&apos;How many FlyingCarpetparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1127&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_LeatherArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LeatherArmor" equippedcount="0" name="Leather Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_LeatherArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LeatherArmor?&apos;, displayClass:&apos;CUR_Item_LeatherArmor&apos;, text:&apos;How many LeatherArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=2&amp;page=item"><Enhancement name="Summoned Armor +5" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1846&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_ReadingSpectaclesheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ReadingSpectaclesheroictier" equippedcount="0" name="Reading Spectacles (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.triggerVariable(&apos;CUR_Item_ReadingSpectaclesheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ReadingSpectaclesheroictier?&apos;, displayClass:&apos;CUR_Item_ReadingSpectaclesheroictier&apos;, text:&apos;How many ReadingSpectaclesheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3500&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8zKECDA.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="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="Shaman"><Proficiency name="Totem" source="Shaman" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Shaman"><Proficiency name="Club" source="Shaman" /><Proficiency name="Dagger" source="Shaman" /><Proficiency name="Javelin" source="Shaman" /><Proficiency name="Mace" source="Shaman" /><Proficiency name="Sickle" source="Shaman" /><Proficiency name="Spear" source="Shaman" /><Proficiency name="Greatclub" source="Shaman" /><Proficiency name="Morningstar" source="Shaman" /><Proficiency name="Quarterstaff" source="Shaman" /><Proficiency name="Scythe" source="Shaman" /><Proficiency name="Spiked gauntlet" source="Shaman" /><Proficiency name="Claw fighter claw" source="Shaman" /><Proficiency name="Shadowblade" source="Shaman" /><Proficiency name="Climbing claw" source="Shaman" /><Proficiency name="Dragontooth shield" source="Shaman" /><Proficiency name="Fighting shield" source="Shaman" /><Proficiency name="Soul shield" source="Shaman" /><Proficiency name="Sun shield" source="Shaman" /><Proficiency name="Rod of seven parts" source="Shaman" /></ProficiencyGroup><Proficiency name="Longspear" source="Shaman" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Shaman" /><Proficiency name="Leather" source="Shaman" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>