<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj-kccFDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.milestone();" name="Bofkral Delmek" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA"><Description age="23" height="4&apos; 5&quot;" weight="190 lb."><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="32000" alignment="Good" deity="Moradin" experience="26000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="11" name="Knight" powersource="Martial" role="Defender" size="Medium" tier="Paragon" 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><Theme description="" name="Heir of Delzoun" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=872" /><Background description="" name="Heir of Delzoun" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=780"><Feature description="" name="Dungeoneering class skill" /></Background><Class description="You embody personal honor, pledging to defend the innocent from harm." name="Knight" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=713"><Feature description="" name="Heir of Delzoun Starting Feature" /><Feature description="Gain the battle guardian power." name="Battle Guardian" /><Feature description="Gain the defender aura power." name="Defender Aura" /><Feature description="" name="Knight Fighter Stances" /><Feature description="You gain the power strike power." name="Power Strike" /><Feature description="" name="Shield Finesse" /><Feature description="" name="Weapon Talent" /><Feature description="" name="Level 2 Knight Utility Power" /><Feature description="" name="Level 3 Improved Power Strike" /><Feature description="" name="Knight Combat Readiness" /><Feature description="" name="Weapon Mastery" /><Feature description="" name="Heir of Delzoun Level 5 Feature" /><Feature description="" name="Level 6 Knight Utility Power" /><Feature description="" name="Level 7 Extra Knight Stance" /><Feature description="" name="Knight Weapon Specialization" /><Feature description="" name="Staggering Hammer" /><Feature description="You gain the shield block power." name="Shield Block" /><Feature description="" name="Greater Combat Readiness" /><Feature description="" name="Level 10 Knight Utility Power" /><Feature description="" name="Heir of Delzoun Level 10 Feature" /></Class><ParagonPath description="" name="Stalwart Knight" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=714"><Feature description="" name="Level 11 Improved Power Strike" /><Feature description="" name="Stalwart Action" /><Feature description="" name="Stalwart Assault" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances poison="10" /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="95"><Factor abbreviation="Con" modifier="+20" name="Constitution" /><Factor abbreviation="Knight 1" modifier="+15" name="Level 1 Knight" /><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 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="Knight 11" modifier="+60" multiplied="6" multiplier="10" name="Level 11 Knight" /></MaxHitPoints><BloodiedValue value="47"><Factor abbreviation="1/2 HP" modifier="+47" multiplied="95" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="17"><Factor modifier="+9" name="Knight" /><Factor modifier="+1" name="Heir of Delzoun Level 5 Feature" /><Factor modifier="+2" name="Dwarven Durability" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.surgeValueToHitPoints(33);" value="33"><Factor abbreviation="1/4 HP" modifier="+23" multiplied="95" multiplier=".25" name="Quarter Hit Points" /><Factor modifier="+4" name="Swift Recovery" /><Factor modifier="+5" name="Constitution modifier" /><Factor modifier="+1" name="Belt of Vigor (heroic tier)" /></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="Gith Plate Armor" /><Condition name="+5 Constitution modifier" /></Speed><Initiative dice-class="dice1d20plus9Initiative" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+4" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="30"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+10" name="Gith Plate Armor" /><Factor modifier="+3" name="Dwarven Armor +3" /><Factor modifier="+2" name="Shield Defense Bonus" /><Condition name="+0 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Shield Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Str mod" modifier="+6" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Shield Defense Bonus" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Amulet of Protection +2" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="17"><Factor modifier="+7" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="17"><Factor modifier="+7" 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="dice1d20plus3Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="3"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="5"><Factor abbreviation="1/2 Level" modifier="+5" 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="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+6" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /><Condition name="+0 Bluff Misc" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /><Condition name="+0 Diplomacy Misc" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" 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="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+5" name="Endurance Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Intimidate" name="Intimidate" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /><Condition name="+0 Intimidate Misc" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="3"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="3"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-2" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="22"><Factor modifier="+17" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Strength" modifier="+6" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="20"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Constitution" modifier="+5" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus5Dexterity" modifier="+0" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus5Intelligence" modifier="+0" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Wisdom" modifier="+2" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus4Charisma" modifier="-1" rollmodifier="+4" /></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 name="+5 to damage rolls during your first turn in an encounter - Stalwart Assault" /><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=2331&amp;ftype=1" name="Silvered Sacrificial Craghammer +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=55&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Talent" /><Factor modifier="+2" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d10plus14Damage" value="1d10+14"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /><Factor modifier="+1" name="bonus - Weapon Mastery" /><Factor modifier="+2" name="item bonus - Bracers of Mighty Striking (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2051&amp;ftype=1" name="Distance Throwing hammer +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=15&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Talent" /><Factor modifier="+2" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d6plus12Damage" value="1d6+12"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /><Factor modifier="+1" name="bonus - Weapon Mastery" /><Factor modifier="+2" name="item bonus - Bracers of Mighty Striking (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d4plus9Damage" value="1d4+9"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="bonus - Weapon Mastery" /><Factor modifier="+2" name="item bonus - Bracers of Mighty Striking (heroic tier)" /></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 name="+5 to damage rolls during your first turn in an encounter - Stalwart Assault" /><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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2051&amp;ftype=1" name="Distance Throwing hammer +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=15&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Talent" /><Factor modifier="+2" name="Feat bonus - Bludgeon Expertise" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" value="1d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Dwarven Weapon Training" /><Factor modifier="+1" name="bonus - Weapon Mastery" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="bonus - Weapon Talent" /></AttackBonus><Damage dice-class="dice1d4plus1Damage" value="1d4+1"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+1" name="bonus - Weapon Mastery" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" attacktype="Personal" flavor="Ignoring you in battle leaves a foe open to a devastating assault." isMore="" keywords="Martial" name="Battle Guardian" packagename="Knight" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=713" powertype="Attack" powerusage="At-Will" source="Fighter Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12661"><PowerCardItem><Name>Trigger</Name><Description>An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your Strength modifier.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted." isMore="" keywords="Aura" name="Defender Aura" packagename="Knight" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=713" powertype="Utility" powerusage="At-Will" source="Knight Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12660"><PowerCardItem><Name>Effect</Name><Description>You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="You throw your weight into each attack, striking with such force that you drive your enemy before you." isMore="" keywords="Martial, Stance" name="Hammer Hands" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Fighter Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12665"><PowerCardItem><Name>Effect</Name><Description>You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="You channel your anger into each strike, dealing devastating damage to your foes." isMore="" keywords="Martial, Stance" name="Battle Wrath" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Fighter Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12662"><PowerCardItem><Name>Effect</Name><Description>You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.
Level 11: +3 power bonus.
Level 21: +4 power bonus.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="Your wide, sweeping attacks carry through to let you lash out at another nearby foe." isMore="" keywords="Martial, Stance" name="Cleaving Assault" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Fighter Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12663"><PowerCardItem><Name>Effect</Name><Description>You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier.</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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;USAGE_DwarvenResilience&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You use your second wind.</Description></PowerCardItem></Power><Power actiontype="No Action" attacktype="Special" 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="Knight" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=713" powertype="Attack" powerusage="Encounter" source="Knight Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12668" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="Close burst 2" display-class="USAGE_GloweringThreat" flavor="Your intimidating presence distracts your enemies as they attempt to attack your allies." isMore="" keywords="Martial" level="2" name="Glowering Threat" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12670" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;USAGE_GloweringThreat&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Intimidate.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.</Description></PowerCardItem></Power><Power actiontype="No Action" attacktype="Personal" display-class="USAGE_IgnoreWeakness" flavor="A surge of inner strength helps you shrug off the lingering effects of your enemy&apos;s attacks." isMore="" keywords="Martial" level="6" name="Ignore Weakness" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12699" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;USAGE_IgnoreWeakness&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Endurance.</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>You start your turn immobilized, slowed, or weakened by an effect that a save can end.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a saving throw with a +5 power bonus against the effect.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Melee 1" display-class="USAGE_ShieldBlock" flavor="You lunge with your shield to protect an ally from an attack." isMore="" keywords="Martial" level="8" name="Shield Block" packagename="Knight" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=713" powertype="Utility" powerusage="Encounter" source="Fighter Utility 8" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12677" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;USAGE_ShieldBlock&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must use this power with a shield.</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>An attack hits or misses you or an ally adjacent to you and deals damage</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The character hit or missed by the triggering attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The damage dealt to the target is reduced by 1d10 + your Constitution modifier.
Level 11: 2d10 + Constitution modifier.
Level 21: 3d10 + Constitution modifier.</Description></PowerCardItem></Power><Power actiontype="No Action" attacktype="Personal" display-class="USAGE_Clearheaded" flavor="Your mental resilience and training let you shake off an effect that hinders you." isMore="" keywords="Martial" level="10" name="Clearheaded" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12702" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;USAGE_Clearheaded&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Endurance.</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>You start your turn dazed, dominated, or stunned by an effect that a save can end.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a saving throw with a +5 power bonus against the triggering effect.</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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="Shield Finesse" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3148" /><Feat description="" name="Bludgeon Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3123" /><Feat description="" name="Dwarven Weapon Training" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=69" /><Feat description="" name="Swift Recovery" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3155" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Stout Shield" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1741" /><Feat description="" name="Solid Footing" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3475" /><Feat description="" name="Dwarven Durability" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=196" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="4" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="5" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="8" carried-sp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="131"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BacklashTattoo&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BacklashTattoo" equippedcount="1" name="Backlash Tattoo" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BacklashTattoo&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BacklashTattoo?&apos;, displayClass:&apos;CUR_Item_BacklashTattoo&apos;, text:&apos;How many BacklashTattoo should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4577&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVigorheroictier" equippedcount="1" name="Belt of Vigor (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BeltofVigorheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVigorheroictier?&apos;, displayClass:&apos;CUR_Item_BeltofVigorheroictier&apos;, text:&apos;How many BeltofVigorheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1110&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_ParryGauntlets&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ParryGauntlets" equippedcount="1" name="Parry Gauntlets" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BracersofMightyStrikingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofMightyStrikingheroictier" equippedcount="1" name="Bracers of Mighty Striking (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BracersofMightyStrikingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofMightyStrikingheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofMightyStrikingheroictier&apos;, text:&apos;How many BracersofMightyStrikingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=964&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_HeavyShield&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HeavyShield" equippedcount="1" name="Heavy Shield" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_HeavyShield&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HeavyShield?&apos;, displayClass:&apos;CUR_Item_HeavyShield&apos;, text:&apos;How many HeavyShield should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Craghammer&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Craghammer" equippedcount="1" name="Craghammer" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Craghammer&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Craghammer?&apos;, displayClass:&apos;CUR_Item_Craghammer&apos;, text:&apos;How many Craghammer should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=55&amp;ftype=3&amp;page=item"><Enhancement name="Sacrificial Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2331&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_GithPlateArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GithPlateArmor" equippedcount="1" name="Gith Plate Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_GithPlateArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GithPlateArmor?&apos;, displayClass:&apos;CUR_Item_GithPlateArmor&apos;, text:&apos;How many GithPlateArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=46&amp;ftype=2&amp;page=item"><Enhancement name="Dwarven Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=571&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Wolfsbane&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Wolfsbane" equippedcount="0" name="Wolfsbane" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Wolfsbane&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Wolfsbane?&apos;, displayClass:&apos;CUR_Item_Wolfsbane&apos;, text:&apos;How many Wolfsbane should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=222&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Sacks&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sacks" equippedcount="0" name="Sacks" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Sacks&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sacks?&apos;, displayClass:&apos;CUR_Item_Sacks&apos;, text:&apos;How many Sacks should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=158&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Ironspikes&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Ironspikes" equippedcount="0" name="Iron spikes" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Ironspikes&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Ironspikes?&apos;, displayClass:&apos;CUR_Item_Ironspikes&apos;, text:&apos;How many Ironspikes should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=155&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Crowbar&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Crowbar" equippedcount="0" name="Crowbar" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Crowbar&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Crowbar?&apos;, displayClass:&apos;CUR_Item_Crowbar&apos;, text:&apos;How many Crowbar should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=96&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Hammer&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Hammer" equippedcount="0" name="Hammer" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Hammer&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Hammer?&apos;, displayClass:&apos;CUR_Item_Hammer&apos;, text:&apos;How many Hammer should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=22&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Pitons&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Pitons" equippedcount="0" name="Pitons" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Pitons&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Pitons?&apos;, displayClass:&apos;CUR_Item_Pitons&apos;, text:&apos;How many Pitons should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=23&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EverburningTorch" equippedcount="0" name="Everburning Torch" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EverburningTorch?&apos;, displayClass:&apos;CUR_Item_EverburningTorch&apos;, text:&apos;How many EverburningTorch should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=24&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HolySymbol" equippedcount="0" name="Holy Symbol" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HolySymbol?&apos;, displayClass:&apos;CUR_Item_HolySymbol&apos;, text:&apos;How many HolySymbol should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=27&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Torch&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Torch" equippedcount="0" name="Torch" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Torch&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Torch?&apos;, displayClass:&apos;CUR_Item_Torch&apos;, text:&apos;How many Torch should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=36&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_SilkRope50ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_SilkRope50ft" equippedcount="0" name="Silk Rope (50 ft.)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_SilkRope50ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SilkRope50ft?&apos;, displayClass:&apos;CUR_Item_SilkRope50ft&apos;, text:&apos;How many SilkRope50ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=30&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waterskin" equippedcount="0" name="Waterskin" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waterskin?&apos;, displayClass:&apos;CUR_Item_Waterskin&apos;, text:&apos;How many Waterskin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TrailRations" equippedcount="0" name="Trail Rations" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_TrailRations&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TrailRations?&apos;, displayClass:&apos;CUR_Item_TrailRations&apos;, text:&apos;How many TrailRations should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltPouchempty" equippedcount="0" name="Belt Pouch (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_BeltPouchempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltPouchempty?&apos;, displayClass:&apos;CUR_Item_BeltPouchempty&apos;, text:&apos;How many BeltPouchempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Bedroll" equippedcount="0" name="Bedroll" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Bedroll?&apos;, displayClass:&apos;CUR_Item_Bedroll&apos;, text:&apos;How many Bedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Backpackempty" equippedcount="0" name="Backpack (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Backpackempty?&apos;, displayClass:&apos;CUR_Item_Backpackempty&apos;, text:&apos;How many Backpackempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.triggerVariable(&apos;CUR_Item_Throwinghammer&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Throwinghammer" equippedcount="0" name="Throwing hammer" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjkccFDA.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"><Enhancement name="Distance Weapon +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2051&amp;ftype=1&amp;page=item" /></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="Knight"><Proficiency name="Battleaxe" source="Knight" /><Proficiency name="Handaxe" source="Knight" /><Proficiency name="Flail" source="Knight" /><Proficiency name="Throwing hammer" source="Knight" /><Proficiency name="Warhammer" source="Knight" /><Proficiency name="War pick" source="Knight" /><Proficiency name="Scimitar" source="Knight" /><Proficiency name="Longsword" source="Knight" /><Proficiency name="Short sword" source="Knight" /><Proficiency name="Greataxe" source="Knight" /><Proficiency name="Heavy flail" source="Knight" /><Proficiency name="Glaive" source="Knight" /><Proficiency name="Halberd" source="Knight" /><Proficiency name="Maul" source="Knight" /><Proficiency name="Longspear" source="Knight" /><Proficiency name="Greatsword" source="Knight" /><Proficiency name="Rapier" source="Knight" /><Proficiency name="Falchion" source="Knight" /><Proficiency name="Broadsword" source="Knight" /><Proficiency name="Khopesh" source="Knight" /><Proficiency name="Light war pick" source="Knight" /><Proficiency name="Scourge" source="Knight" /><Proficiency name="Trident" source="Knight" /><Proficiency name="Heavy war pick" source="Knight" /><Proficiency name="Alhulak" source="Knight" /><Proficiency name="Carrikal" source="Knight" /><Proficiency name="Trikal" source="Knight" /><Proficiency name="Blade of winter&apos;s mourning" source="Knight" /><Proficiency name="Blade of annihilation" source="Knight" /><Proficiency name="Starshadow blade" source="Knight" /><Proficiency name="Sword of the white well" source="Knight" /><Proficiency name="Scourge of exquisite agony" source="Knight" /><Proficiency name="Lance" source="Knight" /><Proficiency name="Pike" source="Knight" /><Proficiency name="Feral armor claw" source="Knight" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Knight"><Proficiency name="Shortbow" source="Knight" /><Proficiency name="Longbow" source="Knight" /><Proficiency name="Chatkcha" source="Knight" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Knight"><Proficiency name="Club" source="Knight" /><Proficiency name="Dagger" source="Knight" /><Proficiency name="Javelin" source="Knight" /><Proficiency name="Mace" source="Knight" /><Proficiency name="Sickle" source="Knight" /><Proficiency name="Spear" source="Knight" /><Proficiency name="Greatclub" source="Knight" /><Proficiency name="Morningstar" source="Knight" /><Proficiency name="Quarterstaff" source="Knight" /><Proficiency name="Scythe" source="Knight" /><Proficiency name="Spiked gauntlet" source="Knight" /><Proficiency name="Talid" source="Knight" /><Proficiency name="Widow&apos;s knife" source="Knight" /><Proficiency name="Wrist razors" source="Knight" /><Proficiency name="Light mace" source="Knight" /><Proficiency name="Short spear" source="Knight" /><Proficiency name="Claw fighter claw" source="Knight" /><Proficiency name="Shadowblade" source="Knight" /><Proficiency name="Climbing claw" source="Knight" /><Proficiency name="Dragontooth shield" source="Knight" /><Proficiency name="Fighting shield" source="Knight" /><Proficiency name="Soul shield" source="Knight" /><Proficiency name="Sun shield" source="Knight" /><Proficiency name="Rod of seven parts" source="Knight" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Knight"><Proficiency name="Hand crossbow" source="Knight" /><Proficiency name="Sling" source="Knight" /><Proficiency name="Crossbow" source="Knight" /><Proficiency name="Repeating crossbow" source="Knight" /><Proficiency name="Dejada" source="Knight" /></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="Knight" /><Proficiency name="Leather" source="Knight" /><Proficiency name="Hide" source="Knight" /><Proficiency name="Chainmail" source="Knight" /><Proficiency name="Scale" source="Knight" /><Proficiency name="Plate" source="Knight" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Heavy" source="Knight" /><Proficiency name="Light" source="Knight" /></ShieldProficiencies></Proficiencies></Character>