<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullviewPref.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.milestone();" name="Kyuzo" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA"><Description height="5&apos; 4&quot;-6&apos;0&quot;" weight="130-170 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="2250" alignment="" deity="" experience="1000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="" level="2" name="Ranger" powersource="Martial" role="Striker" size="Medium" tier="Heroic" vision="Low-light"><Race description="" name="Elf" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=4"><Feature description="Proficient with longbow and shortbow." name="Elven Weapon Proficiency" /><Feature description="Non-elf allies within 5 get +1 to Perception." name="Group Awareness" /><Feature description="Use elven accuracy as an encounter power." name="Elven Accuracy" /><Feature description="Your origin is fey, not natural" name="Fey Origin" /><Feature description="Ignore difficult terrain when shifting (even when shifting multiple squares)." name="Wild Step" /><Feature description="" name="Nature Bonus" /><Feature description="" name="Perception Bonus" /></Race><Background description="" name="Sharn" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=236"><Feature description="" name="Insight class skill" /></Background><Class description="A master of bow and blade, you excel at hit-and-run tactics and avoiding danger." name="Ranger" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5"><Feature description="Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style,  Hunter Fighting Style." name="Fighting Style" /><Feature description="Gain Defensive Mobility as a bonus feat." name="Archer Fighting Style" /><Feature description="Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round." name="Hunter&apos;s Quarry" /><Feature description="If no allies are closer to target than you, get +1 on ranged attacks against that target." name="Prime Shot" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="30"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Ranger 1" modifier="+12" name="Level 1 Ranger" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Ranger 2" modifier="+5" multiplied="5" multiplier="1" name="Level 2 Ranger" /></MaxHitPoints><BloodiedValue value="15"><Factor abbreviation="1/2 HP" modifier="+15" multiplied="30" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Ranger" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.surgeValueToHitPoints(7);" value="7"><Factor abbreviation="1/4 HP" modifier="+7" multiplied="30" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="7"><Factor modifier="+7" name="Elf" /></Speed><Initiative dice-class="dice1d20plus6Initiative" value="6"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+5" 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="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="Hide Armor" /><Condition name="+2 Defensive Mobility" /><Condition name="+5 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="14"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Safewing Amulet +1" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="18"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Safewing Amulet +1" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="14"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Safewing Amulet +1" /><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="20"><Factor modifier="+10" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="18"><Factor modifier="+8" 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="dice1d20plus10Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="10"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+0" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="8"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="8"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="8"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="10"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="1"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus5Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="0"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus5Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="5"><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" 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="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus1Strength" modifier="+0" rollmodifier="+1" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="13"><Factor modifier="+13" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Constitution" modifier="+1" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="20"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Elf" /><AbilityModifier dice-class="dice1d20plus6Dexterity" modifier="+5" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus1Intelligence" modifier="+0" rollmodifier="+1" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="15"><Factor modifier="+13" name="Starting" /><Factor modifier="+2" name="Elf" /><AbilityModifier dice-class="dice1d20plus3Wisdom" modifier="+2" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20Charisma" modifier="-1" rollmodifier="+0" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" isMore="" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Weapon attackstat="Strength" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus1Attack" value="1"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC" name="Superior crossbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=73&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d10plus7Damage" value="1d10+7"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Hunter&apos;s Quarry" packagename="Ranger" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598" /><Power actiontype="Standard Action" isMore="" name="Twin Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=87"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Weapon attackstat="Dexterity" defense="AC" name="Superior crossbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=73&amp;ftype=3"><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d10plus2Damage" value="1d10+2"><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus0Damage" value="1d4+0" /></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Nimble Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=919"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC" name="Superior crossbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=73&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d10plus7Damage" value="1d10+7"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 9 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Free Action" display-class="USAGE_ElvenAccuracy" isMore="" name="Elven Accuracy" packagename="Elf" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=4" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1450" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;USAGE_ElvenAccuracy&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_Two-FangedStrike" isMore="" name="Two-Fanged Strike" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2209" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;USAGE_Two-FangedStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Weapon attackstat="Dexterity" defense="AC" name="Superior crossbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=73&amp;ftype=3"><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d10plus7Damage" value="1d10+7"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_ArchersStairway" isMore="" name="Archer&apos;s Stairway" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10699" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;USAGE_ArchersStairway&apos;, {isBoolean:1});" /><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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SureShot" isMore="" name="Sure Shot" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=883" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;USAGE_SureShot&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC" name="Superior crossbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=73&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice3d10plus7Damage" value="3d10+7"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+1" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="+2 to AC against opportunity attacks" name="Defensive Mobility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=127" /><Feat description="Gain proficiency with the Superior crossbow." name="Weapon Proficiency (Superior crossbow)" url="/characters/missingCompendium" /><Feat description="On Acrobatics or Athletics checks, d20 roll of 2&#8211;7 counts as 8" name="Wood Elf Agility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=634" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="24" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="65"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofArcheryheroictier" equippedcount="1" name="Bracers of Archery (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofArcheryheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofArcheryheroictier&apos;, text:&apos;How many BracersofArcheryheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3181&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_Superiorcrossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Superiorcrossbow" equippedcount="1" name="Superior crossbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_Superiorcrossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Superiorcrossbow?&apos;, displayClass:&apos;CUR_Item_Superiorcrossbow&apos;, text:&apos;How many Superiorcrossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=73&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_SafewingAmulet1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SafewingAmulet1" equippedcount="1" name="Safewing Amulet +1" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_SafewingAmulet1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SafewingAmulet1?&apos;, displayClass:&apos;CUR_Item_SafewingAmulet1&apos;, text:&apos;How many SafewingAmulet1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1082&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HideArmor" equippedcount="1" name="Hide Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HideArmor?&apos;, displayClass:&apos;CUR_Item_HideArmor&apos;, text:&apos;How many HideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="0" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj92fYBDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Elven" /></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="Ranger"><Proficiency name="Battleaxe" source="Ranger" /><Proficiency name="Handaxe" source="Ranger" /><Proficiency name="Flail" source="Ranger" /><Proficiency name="Throwing hammer" source="Ranger" /><Proficiency name="Warhammer" source="Ranger" /><Proficiency name="War pick" source="Ranger" /><Proficiency name="Scimitar" source="Ranger" /><Proficiency name="Longsword" source="Ranger" /><Proficiency name="Short sword" source="Ranger" /><Proficiency name="Greataxe" source="Ranger" /><Proficiency name="Heavy flail" source="Ranger" /><Proficiency name="Glaive" source="Ranger" /><Proficiency name="Halberd" source="Ranger" /><Proficiency name="Maul" source="Ranger" /><Proficiency name="Longspear" source="Ranger" /><Proficiency name="Greatsword" source="Ranger" /><Proficiency name="Falchion" source="Ranger" /><Proficiency name="Broadsword" source="Ranger" /><Proficiency name="Khopesh" source="Ranger" /><Proficiency name="Light war pick" source="Ranger" /><Proficiency name="Scourge" source="Ranger" /><Proficiency name="Trident" source="Ranger" /><Proficiency name="Heavy war pick" source="Ranger" /><Proficiency name="Feral armor claw" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Ranger"><Proficiency name="Shortbow" source="Ranger" /><Proficiency name="Longbow" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Ranger"><Proficiency name="Club" source="Ranger" /><Proficiency name="Dagger" source="Ranger" /><Proficiency name="Javelin" source="Ranger" /><Proficiency name="Mace" source="Ranger" /><Proficiency name="Sickle" source="Ranger" /><Proficiency name="Spear" source="Ranger" /><Proficiency name="Greatclub" source="Ranger" /><Proficiency name="Morningstar" source="Ranger" /><Proficiency name="Quarterstaff" source="Ranger" /><Proficiency name="Scythe" source="Ranger" /><Proficiency name="Spiked gauntlet" source="Ranger" /><Proficiency name="Claw fighter claw" source="Ranger" /><Proficiency name="Shadowblade" source="Ranger" /><Proficiency name="Climbing claw" source="Ranger" /><Proficiency name="Dragontooth shield" source="Ranger" /><Proficiency name="Fighting shield" source="Ranger" /><Proficiency name="Soul shield" source="Ranger" /><Proficiency name="Sun shield" source="Ranger" /><Proficiency name="Rod of seven parts" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Ranger"><Proficiency name="Hand crossbow" source="Ranger" /><Proficiency name="Sling" source="Ranger" /><Proficiency name="Crossbow" source="Ranger" /><Proficiency name="Repeating crossbow" source="Ranger" /></ProficiencyGroup><Proficiency name="Superior crossbow" source="Weapon Proficiency (Superior crossbow)" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Ranger" /><Proficiency name="Leather" source="Ranger" /><Proficiency name="Hide" source="Ranger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>