<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPg-kGDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.milestone();" name="Norrin Axebeard" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA"><Description age="28" height="185cm" weight="65kg"><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="99000" alignment="Lawful Good" deity="Avandra" experience="83000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="17" name="Thief" powersource="Martial" role="Striker" size="Medium" tier="Paragon" vision="Low-light"><Race description="Descended of humans and orcs, half-orcs are proud, strong, and agile." name="Half-Orc" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36"><Feature description="Have the furious assault power" name="Furious Assault" /><Feature description="Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you&apos;re bloodied during an encounter" name="Half-Orc Resilience" /><Feature description="+2 bonus to speed when charging" name="Swift Charge" /><Feature description="" name="Endurance Bonus" /><Feature description="" name="Intimidate Bonus" /></Race><Theme description="" name="Scholar" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=854" /><Background description="" name="Early Life - Lost Everything" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=434"><Feature description="" name="Endurance class skill" /></Background><Class description="Quick reflexes, a sharp wit, and a deadly blade allow you to overcome any challenge." name="Thief" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=719"><Feature description="" name="Scholar Starting Feature" /><Feature description="You gain the backstab power." name="Backstab" /><Feature description="" name="First Strike" /><Feature description="" name="Rogue&apos;s Trick" /><Feature description="" name="Sneak Attack" /><Feature description="" name="Weapon Finesse" /><Feature description="" name="Thief Weapon Talent" /><Feature description="" name="Skill Mastery" /><Feature description="" name="Level 2 Thief Utility Power" /><Feature description="" name="Level 3 Improved Backstab" /><Feature description="" name="Level 4 Extra Rogue&apos;s Trick" /><Feature description="Gain the cunning escape power" name="Cunning Escape" /><Feature description="" name="Scholar Level 5 Feature" /><Feature description="" name="Level 6 Thief Utility Power" /><Feature description="" name="Level 7 Extra Rogue&apos;s Trick" /><Feature description="" name="Thief Combat Readiness" /><Feature description="" name="Improved Finesse" /><Feature description="" name="Level 10 Thief Utility Power" /><Feature description="" name="Scholar Level 10 Feature" /><Feature description="" name="Level 13 Improved Backstab" /><Feature description="" name="Paragon Finesse" /><Feature description="Gain the slip from the grasp power." name="Slip from the Grasp" /><Feature description="" name="Level 17 Extra Rogue&apos;s Trick" /></Class><ParagonPath description="" name="Crimson Hunter" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=473"><Feature description="+1 to hit with ranged basic attacks" name="Accurate Arrow" /><Feature description="+1 to speed when you spend action point" name="Crimson Hunter&apos;s Action" /><Feature description="Crit on 19-20 with ranged basic attacks" name="Keen Missile" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances necrotic="10" ongoing="6" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="108"><Factor abbreviation="Con" modifier="+16" name="Constitution" /><Factor abbreviation="Thief 1" modifier="+12" name="Level 1 Thief" /><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 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="Thief 17" modifier="+80" multiplied="5" multiplier="16" name="Level 17 Thief" /></MaxHitPoints><BloodiedValue value="54"><Factor abbreviation="1/2 HP" modifier="+54" multiplied="108" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="9"><Factor modifier="+6" name="Thief" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.surgeValueToHitPoints(27);" value="27"><Factor abbreviation="1/4 HP" modifier="+27" multiplied="108" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Half-Orc" /><Condition name="+2 Swift Charge" /></Speed><Initiative dice-class="dice1d20plus22Initiative" value="22"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+8" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+6" 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="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Drowmesh" /><Factor modifier="+3" name="Armor of Resistance +3" /><Condition name="+6 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+3" name="Superior Fortitude fort" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor modifier="+1" name="Belt of Vim (heroic tier)" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="31"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Drowmesh" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor modifier="+1" name="Boots of Quickness (heroic tier)" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+3" name="Superior Will" /><Factor modifier="+3" name="Ornament of Alertness +3" /><Factor abbreviation="Wis mod" modifier="+5" 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="31"><Factor modifier="+21" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="23"><Factor modifier="+13" 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="dice1d20plus19Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="19"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus14Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="14"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="7"><Factor abbreviation="1/2 Level" modifier="+8" 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="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="7"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus18Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="9"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus21Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="21"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+5" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus19Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="19"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="7"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus19Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="19"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+6" 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="+11" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Strength" modifier="+1" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="16"><Factor modifier="+13" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Constitution" modifier="+3" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="22"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus14Dexterity" modifier="+6" rollmodifier="+14" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Intelligence" modifier="+0" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="20"><Factor modifier="+16" 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" /><AbilityModifier dice-class="dice1d20plus13Wisdom" modifier="+5" rollmodifier="+13" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Charisma" modifier="-1" rollmodifier="+7" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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="DEX" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2295&amp;ftype=1" name="Radiant Rapier +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+6" name="DEX modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus14Damage" value="1d8+14"><Factor modifier="+6" name="DEX modifier" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /></Damage></Weapon><Weapon attackstat="DEX" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="DEX modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+6" name="DEX modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149516.20&amp;ftype=1" name="Shortbow of Speed +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus22Damage" value="1d8+22"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus23Attack" value="23"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d6plus21Damage" value="1d6+21"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d4plus12Damage" value="1d4+12"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /></Damage></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" flavor="You dodge and weave, making a feint that causes your foe to turn and lose track of you." isMore="" keywords="Martial" name="Ambush Trick" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12712"><PowerCardItem><Name>Effect</Name><Description>You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" flavor="Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly." isMore="" keywords="Martial" name="Tactical Trick" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12716"><PowerCardItem><Name>Effect</Name><Description>You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" flavor="Your fingers blur as you manipulate objects faster than the eye can follow." isMore="" level="2" name="Fast Hands" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Thievery Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9344"><PowerCardItem><Name>Effect</Name><Description>You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power only once per round.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Thievery.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" flavor="For a brief moment, you move along a wall. The momentum you build translates into a more powerful attack." isMore="" keywords="Martial" name="Acrobat&apos;s Trick" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12711"><PowerCardItem><Name>Effect</Name><Description>You move up to your speed -2. During this move, you have a climb speed equal to your speed -2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn.
Level 11: +4 power bonus.
Level 21: +6 power bonus.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" flavor="You slip forward to engage your enemy, then spring back and out of its grasp after delivering an attack." isMore="" keywords="Martial" name="Escape Artist&apos;s Trick" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12713"><PowerCardItem><Name>Effect</Name><Description>You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" flavor="You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover." isMore="" keywords="Martial" name="Sneak&apos;s Trick" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12715"><PowerCardItem><Name>Effect</Name><Description>You move up to your speed -2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment.</Description></PowerCardItem></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_UseVulnerability" flavor="You know the strengths and weaknesses of the creature you&apos;re facing." isMore="" keywords="Arcane" name="Use Vulnerability" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Scholar Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14137" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_UseVulnerability&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You succeed on a monster knowledge check against a monster that you can see or hear.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.
	If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_FuriousAssault" flavor="Your monstrous wrath burns inside you, giving strength to your attack." isMore="" name="Furious Assault" packagename="Half-Orc" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36" powerusage="Encounter" source="Half-Orc Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6189" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_FuriousAssault&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit an enemy with an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it is not a weapon attack.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_Backstab" flavor="You take a split second to locate the most vulnerable point in your enemy&apos;s defenses." isMore="" keywords="Martial" name="Backstab" packagename="Thief" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=719" powertype="Utility" powerusage="Encounter" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12710" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_Backstab&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +3 power bonus to the attack roll, and the enemy takes 1d6 extra damage if the attack hits.
Level 7: 2d6 extra damage.
Level 17: 3d6 extra damage.
Level 27: 4d6 extra damage.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_CunningEscape" flavor="As your enemy attacks, you leap aside to make your escape." isMore="" keywords="Martial" name="Cunning Escape" packagename="Thief" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=719" powertype="Utility" powerusage="Encounter" source="Rogue Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12722" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_CunningEscape&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy attacks you</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +4 bonus to all defenses against the triggering enemy's attack. At the end of the triggering enemy's turn, you can also shift up to 3 squares as a free action.</Description></PowerCardItem></Power><Power actiontype="Immediate Reaction" attacktype="Personal" display-class="USAGE_VexingFlanker" flavor="Nimble feet and intense focus keep you on your foe." isMore="" keywords="Martial" level="6" name="Vexing Flanker" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Rogue Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4487" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_VexingFlanker&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An ally enters a square adjacent to an enemy adjacent to you</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You can shift to any other square adjacent to the enemy.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_BitingSwarm" flavor="Stinging spirit insects swarm around your enemy." isMore="" keywords="Primal, Weapon" level="1" name="Biting Swarm" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Seeker Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9503" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_BitingSwarm&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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 damage, and the target and each enemy adjacent to it take a &#8211;2 penalty to attack rolls until the start of your next turn.
Level 21: 2[W] + Wisdom modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power as a ranged basic attack.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149516.20&amp;ftype=1" name="Shortbow of Speed +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus23Attack" value="23"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d8plus21Damage" value="1d8+21"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d6plus20Damage" value="1d6+20"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice1d4plus11Damage" value="1d4+11"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /></Damage></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_CombatTumbleset" flavor="You deftly somersault into position." isMore="" keywords="Martial" level="10" name="Combat Tumbleset" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Rogue Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2295" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_CombatTumbleset&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Acrobatics.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You can shift your speed and can shift through squares occupied by enemies during this movement.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_RavagingShot" flavor="You draw from your ancestors&apos; insights to guide your shots." isMore="" keywords="Primal, Weapon" level="11" name="Ravaging Shot" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Crimson Hunter Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9546" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_RavagingShot&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Wisdom modifier damage, and the target gains vulnerable 5 to all damage until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power as a ranged basic attack.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149516.20&amp;ftype=1" name="Shortbow of Speed +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus23Attack" value="23"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d8plus21Damage" value="2d8+21"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2294&amp;ftype=1" name="Radiant Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Thief Weapon Talent" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d6plus20Damage" value="2d6+20"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+4" name="bonus - Weapon Finesse" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="bonus - Accurate Arrow" /><Factor modifier="+2" name="Feat bonus - Master at Arms" /></AttackBonus><Damage dice-class="dice2d4plus11Damage" value="2d4+11"><Factor modifier="+5" name="Wisdom modifier" /><Factor modifier="+6" name="Ability bonus - Primal Eye" /></Damage></Weapon></Power><Power actiontype="Immediate Reaction" attacktype="Personal" display-class="USAGE_HuntersMobility" flavor="An enemy&apos;s momentary weakness gives you the chance to adjust your position." isMore="" keywords="Primal" level="12" name="Hunter&apos;s Mobility" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Crimson Hunter Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9548" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_HuntersMobility&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy you can see is bloodied by an attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You shift half your speed.</Description></PowerCardItem></Power><Power actiontype="No Action" attacktype="Personal" display-class="USAGE_SlipfromtheGrasp" flavor="As a master thief, no chains can hold you, no enemy can corner you. You always have one last gambit." isMore="" keywords="Martial" level="16" name="Slip from the Grasp" packagename="Thief" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=719" powertype="Utility" powerusage="Encounter" source="Rogue Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12729" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_SlipfromtheGrasp&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>Your turn starts.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If you are grabbed, the grab ends. If you are subject to an effect that is slowing or immobilizing you, the effect ends. You can also make a saving throw against an effect you are subject to that a save can end.</Description></PowerCardItem></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_InevitableShot" flavor="Even as your target ducks under your shot, the projectile moves on its own to find another enemy." isMore="" keywords="Primal" name="Inevitable Shot" packagename="" packageurl="" powertype="Feature" powerusage="Daily" source="Seeker Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9501" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;USAGE_InevitableShot&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You miss a creature with a ranged attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You regain the use of this power when you spend an action point.</Description></PowerCardItem></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Superior Fortitude" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3152" /><Feat description="" name="Superior Will" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3154" /><Feat description="" name="Backstabber" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=185" /><Feat description="" name="Quick Draw" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=157" /><Feat description="" name="Primal Sharpshooter" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2695" /><Feat description="" name="Primal Eye" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2655" /><Feat description="" name="Distant Advantage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1002" /><Feat description="" name="Master at Arms" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3145" /><Feat description="" name="Agile Opportunist" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=536" /><Feat description="" name="Weapon Proficiency (Rapier)" url="/characters/missingCompendium" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-gp="0" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="72"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_ShadowdancersGloves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShadowdancersGloves" equippedcount="1" name="Shadowdancer&apos;s Gloves" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_ShadowdancersGloves&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShadowdancersGloves?&apos;, displayClass:&apos;CUR_Item_ShadowdancersGloves&apos;, text:&apos;How many ShadowdancersGloves should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7320&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofArcheryheroictier" equippedcount="1" name="Bracers of Archery (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofArcheryheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofArcheryheroictier&apos;, text:&apos;How many BracersofArcheryheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3181&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_BootsofQuicknessheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofQuicknessheroictier" equippedcount="1" name="Boots of Quickness (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_BootsofQuicknessheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofQuicknessheroictier?&apos;, displayClass:&apos;CUR_Item_BootsofQuicknessheroictier&apos;, text:&apos;How many BootsofQuicknessheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3308&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_BeltofVimheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVimheroictier" equippedcount="1" name="Belt of Vim (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_BeltofVimheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVimheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofVimheroictier&apos;, text:&apos;How many BeltofVimheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3787&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_OrnamentofAlertness3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_OrnamentofAlertness3" equippedcount="1" name="Ornament of Alertness +3" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_OrnamentofAlertness3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last OrnamentofAlertness3?&apos;, displayClass:&apos;CUR_Item_OrnamentofAlertness3&apos;, text:&apos;How many OrnamentofAlertness3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3686&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_Drowmesh" equippedcount="1" name="Drowmesh" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="Armor of Resistance +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1475&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Shortbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Shortbow" equippedcount="1" name="Shortbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Shortbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Shortbow?&apos;, displayClass:&apos;CUR_Item_Shortbow&apos;, text:&apos;How many Shortbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=39&amp;ftype=3&amp;page=item"><Enhancement name="Weapon of Speed +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149516.20&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Rapier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Rapier" equippedcount="0" name="Rapier" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Rapier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Rapier?&apos;, displayClass:&apos;CUR_Item_Rapier&apos;, text:&apos;How many Rapier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=29&amp;ftype=3&amp;page=item"><Enhancement name="Radiant Weapon +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2295&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_CrossbowBolts&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CrossbowBolts" equippedcount="0" name="Crossbow Bolts" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_CrossbowBolts&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CrossbowBolts?&apos;, displayClass:&apos;CUR_Item_CrossbowBolts&apos;, text:&apos;How many CrossbowBolts should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=15&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_ParryGauntlets&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ParryGauntlets" equippedcount="0" name="Parry Gauntlets" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_ParryGauntlets&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ParryGauntlets?&apos;, displayClass:&apos;CUR_Item_ParryGauntlets&apos;, text:&apos;How many ParryGauntlets should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3409&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handcrossbow" equippedcount="0" name="Hand crossbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handcrossbow?&apos;, displayClass:&apos;CUR_Item_Handcrossbow&apos;, text:&apos;How many Handcrossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=36&amp;ftype=3&amp;page=item"><Enhancement name="Radiant Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2294&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_FlyingHook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlyingHook" equippedcount="0" name="Flying Hook" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjPgkGDA.triggerVariable(&apos;CUR_Item_FlyingHook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlyingHook?&apos;, displayClass:&apos;CUR_Item_FlyingHook&apos;, text:&apos;How many FlyingHook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3853&amp;ftype=1&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Dwarven" /><Language name="Common" /><Language name="Giant" /><Language name="Elven" /><Language name="Deep Speech" /><Language name="Draconic" /><Language name="Goblin" /><Language name="Primordial" /><Language name="Supernal" /><Language name="Abyssal" /></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="One-Handed Military Heavy Blade" source="Thief"><Proficiency name="Scimitar" source="Thief" /><Proficiency name="Longsword" source="Thief" /><Proficiency name="Broadsword" source="Thief" /><Proficiency name="Khopesh" source="Thief" /><Proficiency name="Blade of annihilation" source="Thief" /><Proficiency name="Starshadow blade" source="Thief" /><Proficiency name="Sword of the white well" source="Thief" /><Proficiency name="Blade of chaos" source="Thief" /></ProficiencyGroup><Proficiency name="Rapier" source="Weapon Proficiency (Rapier)" /><Proficiency name="Dagger" source="Thief" /><Proficiency name="Hand crossbow" source="Thief" /><Proficiency name="Short sword" source="Thief" /><Proficiency name="Shortbow" source="Thief" /><Proficiency name="Sling" source="Thief" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Thief" /><Proficiency name="Leather" source="Thief" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>