<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.milestone();" name="Rangrim Hammerfell" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA"><Description age="43" height="4&apos;7&quot;" weight="200lbs"><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="13000" alignment="Unaligned" deity="Kord" experience="10000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="7" name="Slayer" powersource="Martial" role="Striker" size="Medium" tier="Heroic" vision="Low-light"><Race description="The stout dwarves are mountaineers and miners. They are the toughest of the common folk." name="Dwarf" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=2"><Feature description="Proficient with hammers." name="Dwarven Weapon Proficiency" /><Feature description="+5 bonus to saving throws against poison." name="Cast-Iron Stomach" /><Feature description="Armor or heavy load doesn&apos;t reduce your speed. (Other effects still can.)" name="Encumbered Speed" /><Feature description="You have the dwarven resilience power" name="Dwarven Resilience" /><Feature description="Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone." name="Stand Your Ground" /><Feature description="" name="Dungeoneering Bonus" /><Feature description="" name="Endurance Bonus" /></Race><Background description="" name="Oathbound Death-Seeker" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=590" /><Class description="Your superior defenses and weapon skill allow you to deliver devastating attacks." name="Slayer" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=716"><Feature description="" name="Heroic Slayer" /><Feature description="You gain the power strike power." name="Power Strike" /><Feature description="" name="Slayer Fighter Stances" /><Feature description="" name="Weapon Talent" /><Feature description="" name="Level 2 Slayer Utility Power" /><Feature description="" name="Level 3 Improved Power Strike" /><Feature description="" name="Quick Swap" /><Feature description="" name="Mighty Slayer" /><Feature description="" name="Level 6 Slayer Utility Power" /><Feature description="" name="Slayer Weapon Specialization" /><Feature description="" name="Brutal Axe" /><Feature description="" name="Level 7 Extra Slayer Stance" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="65"><Factor abbreviation="Con" modifier="+14" name="Constitution" /><Factor abbreviation="Slayer 1" modifier="+15" name="Level 1 Slayer" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor abbreviation="Slayer 7" modifier="+36" multiplied="6" multiplier="6" name="Level 7 Slayer" /></MaxHitPoints><BloodiedValue value="32"><Factor abbreviation="1/2 HP" modifier="+32" multiplied="65" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="11"><Factor modifier="+9" name="Slayer" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.surgeValueToHitPoints(16);" value="16"><Factor abbreviation="1/4 HP" modifier="+16" multiplied="65" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="5"><Factor modifier="+5" name="Dwarf" /><Factor modifier="+0" name="Encumbered Speed" /><Factor modifier="-1" name="Scale Armor" /></Speed><Initiative dice-class="dice1d20plus6Initiative" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+3" 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="23"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+8" name="Scale Armor" /><Factor modifier="+2" name="Bloodiron Armor +2" /><Condition name="+3 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="18"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="15"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="12"><Factor modifier="+2" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="12"><Factor modifier="+2" 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="dice1d20plus6Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus12Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="4"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="-1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus12Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="12"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="-1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="-1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Intimidate" name="Intimidate" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="8"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="-1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="2"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="-1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="3"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="6"><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="19"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus7Strength" modifier="+4" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="14"><Factor modifier="+12" name="Starting" /><Factor modifier="+2" name="Dwarf" /><AbilityModifier dice-class="dice1d20plus5Constitution" modifier="+2" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="17"><Factor modifier="+16" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus6Dexterity" modifier="+3" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Intelligence" modifier="+0" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Wisdom" modifier="-1" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Charisma" modifier="+0" rollmodifier="+3" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=782&amp;ftype=1" name="Vicious Greataxe +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=21&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d12plus13Damage" value="1d12+13"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+5" name="bonus - Heroic Slayer" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Throwing hammer" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=15&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d6plus11Damage" value="1d6+11"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+5" name="bonus - Heroic Slayer" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d4plus9Damage" value="1d4+9"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+5" name="bonus - Heroic Slayer" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Throwing hammer" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=15&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d6plus11Damage" value="1d6+11"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+5" name="bonus - Heroic Slayer" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+3" name="Half Level" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d4plus8Damage" value="1d4+8"><Factor modifier="+3" name="Dexterity modifier" /><Factor modifier="+5" name="bonus - Heroic Slayer" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="You embrace your inner fury, hitting fast and hard to mow through your foes." isMore="" keywords="Martial, Stance" name="Unfettered Fury" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Fighter Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12692"><PowerCardItem><Name>Effect</Name><Description>You assume the unfettered fury stance. Until the stance ends, you take a -2 penalty to attack rolls with weapon powers and gain a +4 power bonus to the damage rolls of basic attacks using a weapon.
Level 11: +6 power bonus.
Level 21: +8 power bonus.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="You channel your combat fury to run down your foes." isMore="" keywords="Martial, Stance" name="Berserker&apos;s Charge" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Fighter Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12688"><PowerCardItem><Name>Effect</Name><Description>You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="You focus your attention on a lone enemy, tearing into it with deadly force." isMore="" keywords="Martial, Stance" name="Duelist&apos;s Assault" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Fighter Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12689"><PowerCardItem><Name>Effect</Name><Description>You assume the duelist's assault stance. Until the stance ends, you gain a +4 power bonus to melee weapon damage rolls with basic attacks against a target that has no creatures adjacent to it other than you.
Level 11: +6 power bonus.
Level 21: +8 power bonus.</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 5 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_DwarvenResilience" isMore="" name="Dwarven Resilience" packagename="Dwarf" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=2" powerusage="Encounter" source="Dwarf Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13211" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;USAGE_DwarvenResilience&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You use your second wind.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_PowerStrike" flavor="By pushing yourself beyond your normal limits, you unleash your full wrath against a foe." isMore="" keywords="Martial, Weapon" name="Power Strike" packagename="Slayer" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=716" powertype="Attack" powerusage="Encounter" source="Slayer Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12668" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;USAGE_PowerStrike&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit an enemy with a melee basic attack using a weapon.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The enemy you hit</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_MinorResurgence" flavor="Your ability to withstand hardship grants you a temporary boost in combat." isMore="" keywords="Martial" level="2" name="Minor Resurgence" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12671" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;USAGE_MinorResurgence&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Endurance.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must be bloodied.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain 5 temporary hit points.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_LineBreaker" flavor="You turn aside your enemies&apos; attacks as you advance across the battlefield." isMore="" keywords="Martial" level="6" name="Line Breaker" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12700" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;USAGE_LineBreaker&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Athletics.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You move up to your speed. During this movement, you gain a +5 power bonus to all defenses against opportunity attacks.</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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Dwarven Weapon Training" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=69" /><Feat description="" name="Resilience of Stone" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2458" /><Feat description="" name="Tenacious Resolve" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3156" /><Feat description="" name="Disciple of Strength" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3135" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="63" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="17" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="113"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AmuletofProtection2" equippedcount="1" name="Amulet of Protection +2" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AmuletofProtection2?&apos;, displayClass:&apos;CUR_Item_AmuletofProtection2&apos;, text:&apos;How many AmuletofProtection2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1048&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_Greataxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Greataxe" equippedcount="1" name="Greataxe" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_Greataxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Greataxe?&apos;, displayClass:&apos;CUR_Item_Greataxe&apos;, text:&apos;How many Greataxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=21&amp;ftype=3&amp;page=item"><Enhancement name="Vicious Weapon +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=782&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_ScaleArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ScaleArmor" equippedcount="1" name="Scale Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_ScaleArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ScaleArmor?&apos;, displayClass:&apos;CUR_Item_ScaleArmor&apos;, text:&apos;How many ScaleArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=2&amp;page=item"><Enhancement name="Bloodiron Armor +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1508&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_GrapplingHook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GrapplingHook" equippedcount="0" name="Grappling Hook" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_GrapplingHook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GrapplingHook?&apos;, displayClass:&apos;CUR_Item_GrapplingHook&apos;, text:&apos;How many GrapplingHook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=21&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sunrod" equippedcount="0" name="Sunrod" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunrod?&apos;, displayClass:&apos;CUR_Item_Sunrod&apos;, text:&apos;How many Sunrod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_Throwinghammer&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="3" display-class="CUR_Item_Throwinghammer" equippedcount="0" name="Throwing hammer" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjtwKAEDA.triggerVariable(&apos;CUR_Item_Throwinghammer&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Throwinghammer?&apos;, displayClass:&apos;CUR_Item_Throwinghammer&apos;, text:&apos;How many Throwinghammer should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=15&amp;ftype=3&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Dwarven" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Military Melee" source="Slayer"><Proficiency name="Battleaxe" source="Slayer" /><Proficiency name="Handaxe" source="Slayer" /><Proficiency name="Flail" source="Slayer" /><Proficiency name="Throwing hammer" source="Slayer" /><Proficiency name="Warhammer" source="Slayer" /><Proficiency name="War pick" source="Slayer" /><Proficiency name="Scimitar" source="Slayer" /><Proficiency name="Longsword" source="Slayer" /><Proficiency name="Short sword" source="Slayer" /><Proficiency name="Greataxe" source="Slayer" /><Proficiency name="Heavy flail" source="Slayer" /><Proficiency name="Glaive" source="Slayer" /><Proficiency name="Halberd" source="Slayer" /><Proficiency name="Maul" source="Slayer" /><Proficiency name="Longspear" source="Slayer" /><Proficiency name="Greatsword" source="Slayer" /><Proficiency name="Rapier" source="Slayer" /><Proficiency name="Falchion" source="Slayer" /><Proficiency name="Broadsword" source="Slayer" /><Proficiency name="Khopesh" source="Slayer" /><Proficiency name="Light war pick" source="Slayer" /><Proficiency name="Scourge" source="Slayer" /><Proficiency name="Trident" source="Slayer" /><Proficiency name="Heavy war pick" source="Slayer" /><Proficiency name="Alhulak" source="Slayer" /><Proficiency name="Carrikal" source="Slayer" /><Proficiency name="Trikal" source="Slayer" /><Proficiency name="Blade of winter&apos;s mourning" source="Slayer" /><Proficiency name="Blade of annihilation" source="Slayer" /><Proficiency name="Starshadow blade" source="Slayer" /><Proficiency name="Sword of the white well" source="Slayer" /><Proficiency name="Feral armor claw" source="Slayer" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Slayer"><Proficiency name="Shortbow" source="Slayer" /><Proficiency name="Longbow" source="Slayer" /><Proficiency name="Chatkcha" source="Slayer" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Slayer"><Proficiency name="Club" source="Slayer" /><Proficiency name="Dagger" source="Slayer" /><Proficiency name="Javelin" source="Slayer" /><Proficiency name="Mace" source="Slayer" /><Proficiency name="Sickle" source="Slayer" /><Proficiency name="Spear" source="Slayer" /><Proficiency name="Greatclub" source="Slayer" /><Proficiency name="Morningstar" source="Slayer" /><Proficiency name="Quarterstaff" source="Slayer" /><Proficiency name="Scythe" source="Slayer" /><Proficiency name="Spiked gauntlet" source="Slayer" /><Proficiency name="Talid" source="Slayer" /><Proficiency name="Widow&apos;s knife" source="Slayer" /><Proficiency name="Wrist razors" source="Slayer" /><Proficiency name="Claw fighter claw" source="Slayer" /><Proficiency name="Shadowblade" source="Slayer" /><Proficiency name="Climbing claw" source="Slayer" /><Proficiency name="Dragontooth shield" source="Slayer" /><Proficiency name="Fighting shield" source="Slayer" /><Proficiency name="Soul shield" source="Slayer" /><Proficiency name="Sun shield" source="Slayer" /><Proficiency name="Rod of seven parts" source="Slayer" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Slayer"><Proficiency name="Hand crossbow" source="Slayer" /><Proficiency name="Sling" source="Slayer" /><Proficiency name="Crossbow" source="Slayer" /><Proficiency name="Repeating crossbow" source="Slayer" /><Proficiency name="Dejada" source="Slayer" /></ProficiencyGroup><Proficiency name="Axe" source="Dwarven Weapon Training" /><Proficiency name="Waraxe" source="Dwarven Weapon Training" /><Proficiency name="Execution axe" source="Dwarven Weapon Training" /><Proficiency name="Double axe" source="Dwarven Weapon Training" /><Proficiency name="Urgrosh" source="Dwarven Weapon Training" /><Proficiency name="Gauntlet axe" source="Dwarven Weapon Training" /><Proficiency name="Gouge" source="Dwarven Weapon Training" /><Proficiency name="Hammer" source="Dwarven Weapon Training" /><Proficiency name="Craghammer" source="Dwarven Weapon Training" /><Proficiency name="Mordenkrad" source="Dwarven Weapon Training" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Slayer" /><Proficiency name="Leather" source="Slayer" /><Proficiency name="Hide" source="Slayer" /><Proficiency name="Chainmail" source="Slayer" /><Proficiency name="Scale" source="Slayer" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>