<D20Character game-system="D&amp;D4E" Version="0.07a" legality="houserule" >
   <!--
      Dungeons and Dragons Insider: Character Builder character save file
   -->


   <CharacterSheet>


      <Details>
         <name> Kailey DeCorvia </name>
         <Level> 10 </Level>
         <Player>  </Player>
         <Height> 5&apos; </Height>
         <Weight> 120 lbs </Weight>
         <Gender>  </Gender>
         <Age> 22 </Age>
         <Alignment>  </Alignment>
         <Company>  </Company>
         <Portrait>  </Portrait>
         <Experience> 20500 </Experience>
         <CarriedMoney> 2 pp; 43 gp; 2 sp </CarriedMoney>
         <StoredMoney> 0 gp </StoredMoney>
         <Traits>  </Traits>
         <Appearance>  </Appearance>
         <Companions>  </Companions>
         <Notes>  </Notes>
      </Details>

      <!--
         Base ability scores (see stats of same name for final adjusted score)
      -->
      <AbilityScores legality="houserule" >
         <Strength score="14" />
         <Constitution score="15" />
         <Dexterity score="12" />
         <Intelligence score="14" />
         <Wisdom score="12" />
         <Charisma score="15" />
      </AbilityScores>


      <!--
         Final computed stat values - the various numbers
         on the character sheet are here along with behind the scenes
         values to build them.
      -->
      <StatBlock>
         <Stat value="14" >
            <alias name="Strength" />
            <alias name="STR" />
            <statadd value="14" />
         </Stat>

         <Stat value="16" >
            <alias name="Constitution" />
            <alias name="con" />
            <statadd value="15" />
            <statadd Level="4" value="1" charelem="1" />
         </Stat>

         <Stat value="14" >
            <alias name="Dexterity" />
            <alias name="DEX" />
            <statadd value="12" />
            <statadd Level="1" value="2" charelem="2" />
         </Stat>

         <Stat value="14" >
            <alias name="Intelligence" />
            <alias name="INT" />
            <statadd value="14" />
         </Stat>

         <Stat value="12" >
            <alias name="Wisdom" />
            <alias name="WIS" />
            <statadd value="12" />
         </Stat>

         <Stat value="18" >
            <alias name="Charisma" />
            <alias name="CHA" />
            <statadd value="15" />
            <statadd Level="1" value="2" charelem="3" />
            <statadd Level="4" value="1" charelem="4" />
         </Stat>

         <Stat value="2" >
            <alias name="Strength modifier" />
            <statadd Level="1" value="1" statlink="Strength" abilmod="true" charelem="5" />
         </Stat>

         <Stat value="2" >
            <alias name="Dexterity modifier" />
            <statadd Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="5" />
         </Stat>

         <Stat value="3" >
            <alias name="Constitution modifier" />
            <statadd Level="1" value="1" statlink="Constitution" abilmod="true" charelem="5" />
         </Stat>

         <Stat value="2" >
            <alias name="Intelligence modifier" />
            <statadd Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="5" />
         </Stat>

         <Stat value="1" >
            <alias name="Wisdom modifier" />
            <statadd Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="5" />
         </Stat>

         <Stat value="4" >
            <alias name="Charisma modifier" />
            <statadd Level="1" value="1" statlink="Charisma" abilmod="true" charelem="5" />
         </Stat>

         <Stat value="21" >
            <alias name="AC" />
            <alias name="Armor Class" />
            <statadd Level="1" value="10" charelem="5" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="5" />
            <statadd type="Ability" Level="1" not-wearing="armor:heavy" value="1" statlink="Dexterity" abilmod="true" charelem="5" />
            <statadd type="Ability" Level="1" not-wearing="armor:heavy" value="1" statlink="Intelligence" abilmod="true" charelem="5" />
            <statadd type="Defensive" Level="1" wearing="DEFENSIVE:" value="1" charelem="5" />
            <statadd Level="8" conditional="against opportunity attacks that you provoke when using a ranged or an area power" value="4" charelem="6" />
            <statadd type="Armor" Level="10" value="2" charelem="7" />
            <statadd type="Enhancement" Level="10" value="2" charelem="8" />
         </Stat>

         <Stat value="19" >
            <alias name="Fortitude Defense" />
            <alias name="Fortitude" />
            <statadd Level="1" value="10" charelem="5" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Strength" abilmod="true" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Constitution" abilmod="true" charelem="5" />
            <statadd type="Class" Level="1" value="1" statlink="Fortitude Defense Class Bonus" charelem="5" />
            <statadd type="Enhancement" Level="10" value="1" charelem="9" />
         </Stat>

         <Stat value="19" >
            <alias name="Reflex Defense" />
            <alias name="Reflex" />
            <statadd Level="1" value="10" charelem="5" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="5" />
            <statadd type="Class" Level="1" value="1" statlink="Reflex Defense Class Bonus" charelem="5" />
            <statadd type="Enhancement" Level="10" value="1" charelem="9" />
            <statadd Level="10" requires="!Armor Proficiency (Leather)" value="-2" charelem="7" />
         </Stat>

         <Stat value="21" >
            <alias name="Will Defense" />
            <alias name="Will" />
            <statadd Level="1" value="10" charelem="5" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="5" />
            <statadd type="Class" Level="1" value="1" statlink="Will Defense Class Bonus" charelem="5" />
            <statadd type="Enhancement" Level="10" value="1" charelem="9" />
         </Stat>

         <Stat value="3" >
            <alias name="Death Saves Count" />
            <statadd Level="1" value="3" charelem="5" />
         </Stat>

         <Stat value="10" >
            <alias name="Level" />
            <statadd Level="1" value="1" charelem="5" />
            <statadd Level="2" value="1" charelem="10" />
            <statadd Level="3" value="1" charelem="11" />
            <statadd Level="4" value="1" charelem="12" />
            <statadd Level="5" value="1" charelem="13" />
            <statadd Level="6" value="1" charelem="14" />
            <statadd Level="7" value="1" charelem="15" />
            <statadd Level="8" value="1" charelem="16" />
            <statadd Level="9" value="1" charelem="17" />
            <statadd Level="10" value="1" charelem="18" />
         </Stat>

         <Stat value="73" >
            <alias name="Hit Points" />
            <statadd type="Level 1" Level="1" value="1" statlink="Constitution" charelem="5" />
            <statadd Level="1" value="1" statlink="_LEVEL-ONE-HPS" charelem="5" />
            <statadd Level="2" value="1" statlink="_PER-LEVEL-HPS" charelem="10" />
            <statadd Level="3" value="1" statlink="_PER-LEVEL-HPS" charelem="11" />
            <statadd Level="4" value="1" statlink="_PER-LEVEL-HPS" charelem="12" />
            <statadd Level="5" value="1" statlink="_PER-LEVEL-HPS" charelem="13" />
            <statadd Level="6" value="1" statlink="_PER-LEVEL-HPS" charelem="14" />
            <statadd Level="7" value="1" statlink="_PER-LEVEL-HPS" charelem="15" />
            <statadd Level="8" value="1" statlink="_PER-LEVEL-HPS" charelem="16" />
            <statadd Level="9" value="1" statlink="_PER-LEVEL-HPS" charelem="17" />
            <statadd Level="10" value="1" statlink="_PER-LEVEL-HPS" charelem="18" />
         </Stat>

         <Stat value="12" >
            <alias name="_LEVEL-ONE-HPS" />
            <statadd Level="1" value="12" charelem="19" />
         </Stat>

         <Stat value="9" >
            <alias name="Healing Surges" />
            <statadd type="Level 1" Level="1" requires="!NoConToHealingSurges" value="1" statlink="Constitution" abilmod="true" charelem="5" />
            <statadd type="Class" Level="1" value="6" charelem="19" />
         </Stat>

         <Stat value="5" >
            <alias name="HALF-LEVEL" />
            <statadd Level="2" value="1" charelem="10" />
            <statadd Level="4" value="1" charelem="12" />
            <statadd Level="6" value="1" charelem="14" />
            <statadd Level="8" value="1" charelem="16" />
            <statadd Level="10" value="1" charelem="18" />
         </Stat>

         <Stat value="0" >
            <alias name="Fortitude Defense Class Bonus" />
         </Stat>

         <Stat value="1" >
            <alias name="Reflex Defense Class Bonus" />
            <statadd Level="1" value="1" charelem="19" />
         </Stat>

         <Stat value="1" >
            <alias name="Will Defense Class Bonus" />
            <statadd Level="1" value="1" charelem="19" />
         </Stat>

         <Stat value="7" >
            <alias name="Initiative" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="5" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="5" />
            <statadd Level="1" value="1" statlink="Initiative Misc" charelem="5" />
         </Stat>

         <Stat value="0" >
            <alias name="Initiative Misc" />
         </Stat>

         <Stat value="2" >
            <alias name="Ring Slots" />
            <statadd Level="1" value="2" charelem="5" />
         </Stat>

         <Stat value="1" >
            <alias name="_BaseActionPoints" />
            <statadd Level="1" value="1" charelem="5" />
         </Stat>

         <Stat value="26000" >
            <alias name="XP Needed" />
            <statadd Level="1" value="1000" charelem="5" />
            <statadd Level="2" value="1250" charelem="10" />
            <statadd Level="3" value="1500" charelem="11" />
            <statadd Level="4" value="1750" charelem="12" />
            <statadd Level="5" value="2000" charelem="13" />
            <statadd Level="6" value="2500" charelem="14" />
            <statadd Level="7" value="3000" charelem="15" />
            <statadd Level="8" value="3500" charelem="16" />
            <statadd Level="9" value="4000" charelem="17" />
            <statadd Level="10" value="5500" charelem="18" />
         </Stat>

         <Stat value="7" >
            <alias name="Acrobatics" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Acrobatics Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Acrobatics Misc" charelem="20" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Acrobatics Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Acrobatics Misc" />
         </Stat>

         <Stat value="0" >
            <alias name="Armor Penalty" />
         </Stat>

         <Stat value="12" >
            <alias name="Arcana" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Arcana Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Arcana Misc" charelem="20" />
         </Stat>

         <Stat value="5" >
            <alias name="Arcana Trained" />
            <statadd type="trained" Level="1" value="5" charelem="21" />
         </Stat>

         <Stat value="0" >
            <alias name="Arcana Misc" />
         </Stat>

         <Stat value="9" >
            <alias name="Bluff" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Bluff Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Bluff Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Bluff Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Bluff Misc" />
         </Stat>

         <Stat value="11" >
            <alias name="Diplomacy" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Diplomacy Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Diplomacy Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Diplomacy Trained" />
         </Stat>

         <Stat value="2" >
            <alias name="Diplomacy Misc" />
            <statadd Level="1" value="2" charelem="22" />
         </Stat>

         <Stat value="6" >
            <alias name="Dungeoneering" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Dungeoneering Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Dungeoneering Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Dungeoneering Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Dungeoneering Misc" />
         </Stat>

         <Stat value="10" >
            <alias name="Endurance" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Constitution" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Endurance Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Endurance Misc" charelem="20" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Endurance Trained" />
         </Stat>

         <Stat value="2" >
            <alias name="Endurance Misc" />
            <statadd type="Racial" Level="1" value="2" charelem="23" />
         </Stat>

         <Stat value="6" >
            <alias name="Heal" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Heal Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Heal Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Heal Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Heal Misc" />
         </Stat>

         <Stat value="12" >
            <alias name="History" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="History Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="History Misc" charelem="20" />
         </Stat>

         <Stat value="5" >
            <alias name="History Trained" />
            <statadd type="trained" Level="1" value="5" charelem="24" />
         </Stat>

         <Stat value="0" >
            <alias name="History Misc" />
         </Stat>

         <Stat value="6" >
            <alias name="Insight" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Insight Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Insight Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Insight Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Insight Misc" />
         </Stat>

         <Stat value="16" >
            <alias name="Intimidate" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Intimidate Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Intimidate Misc" charelem="20" />
         </Stat>

         <Stat value="5" >
            <alias name="Intimidate Trained" />
            <statadd type="trained" Level="1" value="5" charelem="25" />
         </Stat>

         <Stat value="2" >
            <alias name="Intimidate Misc" />
            <statadd type="Racial" Level="1" value="2" charelem="26" />
         </Stat>

         <Stat value="6" >
            <alias name="Nature" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Nature Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Nature Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Nature Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Nature Misc" />
         </Stat>

         <Stat value="6" >
            <alias name="Perception" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Perception Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Perception Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Perception Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Perception Misc" />
         </Stat>

         <Stat value="7" >
            <alias name="Religion" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Religion Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Religion Misc" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Religion Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Religion Misc" />
         </Stat>

         <Stat value="7" >
            <alias name="Stealth" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Stealth Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Stealth Misc" charelem="20" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Stealth Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Stealth Misc" />
         </Stat>

         <Stat value="14" >
            <alias name="Streetwise" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Streetwise Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Streetwise Misc" charelem="20" />
         </Stat>

         <Stat value="5" >
            <alias name="Streetwise Trained" />
            <statadd type="trained" Level="1" value="5" charelem="27" />
         </Stat>

         <Stat value="0" >
            <alias name="Streetwise Misc" />
         </Stat>

         <Stat value="7" >
            <alias name="Thievery" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Thievery Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Thievery Misc" charelem="20" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Thievery Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Thievery Misc" />
         </Stat>

         <Stat value="7" >
            <alias name="Athletics" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="20" />
            <statadd type="Ability" Level="1" value="1" statlink="Strength" abilmod="true" charelem="20" />
            <statadd Level="1" value="1" statlink="Athletics Trained" charelem="20" />
            <statadd Level="1" value="1" statlink="Athletics Misc" charelem="20" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="20" />
         </Stat>

         <Stat value="0" >
            <alias name="Athletics Trained" />
         </Stat>

         <Stat value="0" >
            <alias name="Athletics Misc" />
         </Stat>

         <Stat value="16" >
            <alias name="Passive Perception" />
            <statadd Level="1" value="1" statlink="Perception" charelem="20" />
            <statadd Level="1" value="10" charelem="20" />
         </Stat>

         <Stat value="16" >
            <alias name="Passive Insight" />
            <statadd Level="1" value="1" statlink="Insight" charelem="20" />
            <statadd Level="1" value="10" charelem="20" />
         </Stat>

         <Stat value="6" >
            <alias name="Speed" />
            <statadd Level="1" value="6" charelem="28" />
         </Stat>

         <Stat value="0" >
            <alias name="Average Height" />
            <statadd String="5&apos;5&quot;-6&apos;2&quot;" Level="1" value="0" />
         </Stat>

         <Stat value="0" >
            <alias name="Average Weight" />
            <statadd String="100-200 lb." Level="1" value="0" />
         </Stat>

         <Stat value="0" >
            <alias name="Size" />
            <statadd String="Medium" Level="1" value="0" />
         </Stat>

         <Stat value="2" >
            <alias name="Language Count" />
            <statadd Level="1" value="1" charelem="29" />
            <statadd Level="1" value="1" charelem="30" />
         </Stat>

         <Stat value="0" >
            <alias name="_CLASSNAME" />
            <statadd String="ID_FMP_CLASS_7" Level="1" value="0" />
         </Stat>

         <Stat value="5" >
            <alias name="_PER-LEVEL-HPS" />
            <statadd Level="1" value="5" charelem="19" />
         </Stat>

         <Stat value="1" >
            <alias name="Prime Shot Bonus" />
            <statadd Level="1" value="1" charelem="31" />
         </Stat>

         <Stat value="0" >
            <alias name="ranged:attack" />
            <statadd Level="1" conditional="if none of your allies are closer to the target" value="1" statlink="Prime Shot Bonus" charelem="31" />
         </Stat>

         <Stat value="1" >
            <alias name="Warlock&apos;s Curse Dice" />
            <statadd Level="1" value="1" charelem="32" />
            <statadd Level="1" requires="Paragon Tier" value="1" charelem="32" />
            <statadd Level="1" requires="Epic Tier" value="1" charelem="32" />
         </Stat>

         <Stat value="0" >
            <alias name="Warlock&apos;s Curse Die" />
            <statadd String="d8" Level="2" value="0" />
         </Stat>

         <Stat value="71" >
            <alias name="Weight" />
            <statadd value="71" />
         </Stat>

         <Stat value="0" >
            <alias name="attack rolls" />
            <statadd Level="10" requires="!Armor Proficiency (Leather)" value="-2" charelem="7" />
         </Stat>

         <Stat value="2" >
            <alias name="Armor Enhancement Bonus" />
            <statadd Level="10" value="2" charelem="8" />
         </Stat>

         <Stat value="0" >
            <alias name="Warlock&apos;s Curse" />
         </Stat>

      </StatBlock>

      <!--
         The list of all rules elements the character has, after taking into
         account retraining, multiclass power swapping, etc.
      -->
      <RulesElementTally>
         <RulesElement name="1" type="Level" internal-id="ID_INTERNAL_LEVEL_1" charelem="5" legality="rules-legal" >
            <specific name="XP Needed" > 1000 </specific>
         </RulesElement>
         <RulesElement name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" charelem="33" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="SkillRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_SKILLRULES" charelem="20" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Acrobatics" type="Skill" internal-id="ID_FMP_SKILL_1" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" charelem="34" legality="rules-legal" >
            <specific name="Key Ability" > Dexterity </specific>
         Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall.	Moving across a surface that is slippery doesn&apos;t usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it.
         </RulesElement>
         <RulesElement name="Arcana" type="Skill" internal-id="ID_FMP_SKILL_2" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" charelem="35" legality="rules-legal" >
            <specific name="Key Ability" > Intelligence </specific>
         The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena.
         </RulesElement>
         <RulesElement name="Bluff" type="Skill" internal-id="ID_FMP_SKILL_3" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" charelem="36" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         Characters use the Bluff skill to make what&apos;s false seem true, what&apos;s outrageous seem plausible, and what&apos;s suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way.
         </RulesElement>
         <RulesElement name="Diplomacy" type="Skill" internal-id="ID_FMP_SKILL_6" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" charelem="37" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a  diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith.
         </RulesElement>
         <RulesElement name="Dungeoneering" type="Skill" internal-id="ID_FMP_SKILL_7" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" charelem="38" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one&apos;s way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark.	Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm.
         </RulesElement>
         <RulesElement name="Endurance" type="Skill" internal-id="ID_FMP_SKILL_8" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" charelem="39" legality="rules-legal" >
            <specific name="Key Ability" > Constitution </specific>
         The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects.	Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks.
         </RulesElement>
         <RulesElement name="Heal" type="Skill" internal-id="ID_FMP_SKILL_9" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" charelem="40" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Heal skill is used to help others recover from wounds or debilitating conditions, including disease.
         </RulesElement>
         <RulesElement name="History" type="Skill" internal-id="ID_FMP_SKILL_11" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" charelem="41" legality="rules-legal" >
            <specific name="Key Ability" > Intelligence </specific>
         The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events.	Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information.	Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”).
         </RulesElement>
         <RulesElement name="Insight" type="Skill" internal-id="ID_FMP_SKILL_13" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" charelem="42" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.)	Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force.	When a creature uses Insight, it is making a best guess about another creature&apos;s motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving.
         </RulesElement>
         <RulesElement name="Intimidate" type="Skill" internal-id="ID_FMP_SKILL_14" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" charelem="43" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can&apos;t intimidate adventurers.)
         </RulesElement>
         <RulesElement name="Nature" type="Skill" internal-id="ID_FMP_SKILL_16" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" charelem="44" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. 	Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study.
         </RulesElement>
         <RulesElement name="Perception" type="Skill" internal-id="ID_FMP_SKILL_17" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" charelem="45" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object.	In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty.
         </RulesElement>
         <RulesElement name="Religion" type="Skill" internal-id="ID_FMP_SKILL_18" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" charelem="46" legality="rules-legal" >
            <specific name="Key Ability" > Intelligence </specific>
         The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane.	Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study.
         </RulesElement>
         <RulesElement name="Stealth" type="Skill" internal-id="ID_FMP_SKILL_20" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" charelem="47" legality="rules-legal" >
            <specific name="Key Ability" > Dexterity </specific>
         Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
         </RulesElement>
         <RulesElement name="Streetwise" type="Skill" internal-id="ID_FMP_SKILL_21" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" charelem="48" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements.	When in a settlement, make a Streetwise check to find out what&apos;s going on, who the movers and shakers are, where to get the best deals, and where the dangers are.
         </RulesElement>
         <RulesElement name="Thievery" type="Skill" internal-id="ID_FMP_SKILL_23" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" charelem="49" legality="rules-legal" >
            <specific name="Key Ability" > Dexterity </specific>
         The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.	The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.
         </RulesElement>
         <RulesElement name="Athletics" type="Skill" internal-id="ID_FMP_SKILL_27" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" charelem="50" legality="rules-legal" >
            <specific name="Key Ability" > Strength </specific>
         Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
         </RulesElement>
         <RulesElement name="Heroic" type="Tier" internal-id="ID_INTERNAL_TIER_HEROIC" charelem="51" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Melee Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" charelem="52" legality="rules-legal" >
            <specific name="Flavor" > You resort to the simple attack you learned when you first picked up a melee weapon. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Basic Attack </specific>
            <specific name="Keywords" > Weapon </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Melee weapon </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Strength vs. AC </specific>
            <specific name="Hit" > 1[W] + Strength modifier damage. </specific>
            <specific name="	Level 21" > 2[W] + Strength modifier damage. </specific>
         </RulesElement>
         <RulesElement name="Ranged Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_RANGED_BASIC_ATTACK" charelem="53" legality="rules-legal" >
            <specific name="Flavor" > You resort to the simple attack you learned when you first picked up a ranged weapon. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Basic Attack </specific>
            <specific name="Keywords" > Weapon </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged weapon </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Dexterity vs. AC </specific>
            <specific name="Hit" > 1[W] + Dexterity modifier damage. </specific>
            <specific name="	Level 21" > 2[W] + Dexterity modifier damage. </specific>
         </RulesElement>
         <RulesElement name="DetailsRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_DETAILSRULES" charelem="54" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="female" type="Gender" internal-id="ID_INTERNAL_GENDER_FEMALE" charelem="55" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Unaligned" type="Alignment" internal-id="ID_FMP_ALIGNMENT_1" charelem="56" legality="rules-legal" >
         Unaligned creatures don&apos;t actively seek to harm others or wish them ill. But such creatures also don&apos;t go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others.	A few unaligned people, and most unaligned deities, aren&apos;t undecided about alignment. Rather, they&apos;ve chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment.
         </RulesElement>
         <RulesElement name="Expansion1" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION1" charelem="57" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Human - Ancestral Holdings" type="Background" internal-id="ID_FMP_BACKGROUND_132" charelem="58" legality="rules-legal" >
            <specific name="Type" > Racial </specific>
            <specific name="Common Knowledge" > Your family carried a significant noble title during the height of the empire of Nerath, but the lands your family once held are now a dangerous wilderness. Do you dream of clearing the lands and making them fit for human habitation once again? Or are you fleeing the ever-shabbier pretensions of your family of nobles-in-exile? </specific>
            <specific name="Campaign" > General </specific>
            <specific name="Associated Skills" > Diplomacy, History </specific>
         </RulesElement>
         <RulesElement name="Diplomacy" type="Background Association" internal-id="ID_INTERNAL_BACKGROUND_ASSOCIATION_DIPLOMACY" charelem="59" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="History" type="Background Association" internal-id="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" charelem="60" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Background Benefit" type="Internal" internal-id="ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT" charelem="61" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="+2 to Diplomacy" type="Background Choice" internal-id="ID_INTERNAL_BACKGROUND_CHOICE_+2_TO_DIPLOMACY" charelem="22" legality="rules-legal" >
         Gain a +2 bonus to Diplomacy checks.
         </RulesElement>
         <RulesElement name="Expansion2" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION2" charelem="62" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Unseelie Agent" type="Theme" internal-id="ID_FMP_THEME_918" charelem="63" legality="rules-legal" >
            <specific name="Flavor" > “Go now—and do not let those fool eladrin know it is I whom you truly serve.” </specific>
            <specific name="Granted Powers" > ID_FMP_POWER_15895 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_15895,ID_FMP_POWER_15896,ID_FMP_POWER_15897,ID_FMP_POWER_15898,ID_FMP_POWER_15899,ID_FMP_POWER_15900 </specific>
            <specific name="_PARSED_CHILD_FEATURES" > ID_FMP_CLASS_FEATURE_4206,ID_FMP_CLASS_FEATURE_4207,ID_FMP_CLASS_FEATURE_4208 </specific>
         The Feywild is a place of magic and enchantment, but within its shadows lurk creatures of mischief, malice, and malevolence that are the source of horrific campfire tales told about the plane. At best, these dark fey, or Unseelie, are indifferent about the harm they cause with their actions. At worst, they are creatures that carry the taint of shadow magic and seek to snuff out the light of the world.	Despite their reputation, these fey attract outsiders seeking their favor—some people just cannot resist the lure of dark magic. The Unseelie are well versed in the shadowy arts and, like many other fey creatures, love the power of bargains. They haggle and barter for what they have to offer, sometimes taking more than the seeker wants to pay in exchange. 	You are one such seeker. You came to an Unseelie fey creature in search of knowledge, favors, a weapon, a charm, or something else. The asking price was too high, so you pledged yourself into your patron&apos;s service instead. As is the case with many fey pledges, the duration of your service seems open to interpretation. In the meantime, you act as an agent of your patron well beyond the borders of its dominion.	The tasks that your Unseelie master asks you to perform do not seem suspicious, and they follow no pattern that you have been able to discern. In fact, most of what you are called to do seems trivial—delivering messages, transporting money or goods, and reporting back on individuals that you observe. Your patron has yet to ask you to do something truly odious, although you realize that such a request might be made one day.	In exchange for your service, your Unseelie patron bestows gifts upon you. At the outset of your bargain, your patron gave you a shadow-wrought weapon, a magic item that cements the bond between you. In addition, your master occasionally teaches you small magic tricks or gives you insight into the workings of higher fey powers,  expanding your knowledge and expertise. You worry, however, that every gift you receive leaves you further indebted to the Unseelie fey creature, and you fear that it might be difficult, perhaps impossible, to free yourself from its grasp.
         </RulesElement>
         <RulesElement name="Unseelie Agent Starting Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4206" charelem="64" legality="rules-legal" >
            <specific name="Flavor" > As a symbol of your agreement with your patron, you are given a gift in the form of a weapon, wrought from Feywild steel mixed with the stuff of shadow. </specific>
            <specific name="Short Description" > Gain the create shadow-wrought weapon power and select a weapon that this power creates </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_15895 </specific>
            <specific name="Type" > Utility </specific>
            <specific name="Class" />
            <specific name="_DisplayPowers" > ID_FMP_POWER_15895 </specific>
         You gain the create shadow-wrought weapon power. When you select the Unseelie agent theme, choose a melee weapon or a ranged weapon with which you have proficiency. The weapon created by this power is the same kind of weapon.
         </RulesElement>
         <RulesElement name="Create Shadow-Wrought Weapon" type="Power" internal-id="ID_FMP_POWER_15895" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=15895" charelem="65" legality="rules-legal" >
            <specific name="Flavor" > You call forth the weapon given you by your master, a weapon that is cold to the touch no matter the temperature of its surroundings. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Unseelie Agent Utility </specific>
            <specific name="Keywords" > Arcane, Shadow </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Requirement" > You must have a hand free. </specific>
            <specific name="Effect" > You call to your hand a shadow-wrought weapon that lasts until you dismiss it as a free action or until you use this power again. The weapon has a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d8 extra damage on a critical hit.	Level 6: +2 enhancement bonus, 2d8 extra damage.	Level 11: +3 enhancement bonus, 3d8 extra damage.	Level 16: +4 enhancement bonus, 4d8 extra damage.	Level 21: +5 enhancement bonus, 5d8 extra damage.	Level 26: +6 enhancement bonus, and 6d8 extra damage. </specific>
            <specific name="Level" />
            <specific name="Power Type" > Utility </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_4206 </specific>
         </RulesElement>
         <RulesElement name="Unseelie Agent Starting Feature (Scythe)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_UNSEELIE_AGENT_STARTING_FEATURE_(SCYTHE)" charelem="66" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_CLASS_FEATURE_4206 </specific>
            <specific name="Short Description" > Create shadow-wrought weapon power creates a Scythe </specific>
            <specific name="_DisplayName" > Scythe </specific>
         Your Create shadow-wrought weapon power creates a Scythe.
         </RulesElement>
         <RulesElement name="Expansion3" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION3" charelem="67" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion4" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION4" charelem="68" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion5" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION5" charelem="69" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Revenant" type="Race" internal-id="ID_FMP_RACE_47" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=47" charelem="28" legality="rules-legal" >
            <specific name="Flavor" > Resilient souls returned from death to do the work of Fate </specific>
            <specific name="Size" > Medium </specific>
            <specific name="Speed" > 6 squares </specific>
            <specific name="Characteristics" > Agile, cold, determined, fearsome, hard-bitten, noble, pragmatic, tragic </specific>
            <specific name="Physical Qualities" > Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife. Revenants do not appear as undead horrors or even anything like their former selves. When the Raven Queen reincarnates souls, they exist as her special creations, and they have the bodies of her choosing and creation. In this way, such souls are always marked as representatives of the Raven Queen&apos;s power. They emerge from the shadow of death fully formed and fully grown, set to handle whatever tasks they have been returned to deal with.	A revenant has a body that is slender for his or her height, but this form possesses an uncanny toughness that contradicts the apparent build. Revenants have the same range of complexions as humans, but a revenant&apos;s skin is ashen and the features are sunken. Eyes are most commonly solid black with a single point of red light burning within them, but other eerie eye colors—including yellow, white, silver, and gold—are not  uncommon. In some cases, the eyes glow with a ghostly light. Revenants&apos; hair typically ranges from black through shades of gray to white. Revenants can grow facial hair, and males often have beards or mustaches that accentuate their ashen countenances.	A revenant&apos;s face and skin clearly set a member of this race apart from other humanoids. A revenant&apos;s visage has a masklike quality that can be disturbing to mortal beings. Rough, dark scales appear on the flesh near the ends of a revenant&apos;s limbs, marking the revenant as one of those the Raven Queen has allowed back into the world of the living. A revenant&apos;s extremities end in strong, black fingernails and toenails that resemble claws. </specific>
            <specific name="Playing" > Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans.	A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. While the revenant moves among the living, it also exists in the shadows, haunted by the vague memories of a life it no longer possesses.	Revenants do not build settlements or share a common culture as is customary of the other races. The only attributes that connect these living undead are a set of common physical characteristics and a similar origin and destiny. In all cases, a revenant is purposefully returned to the natural world after succumbing to a cessation of life. Dead, but unable to find its way to whatever waits beyond death&apos;s dark gates, the once-living soul is reconstituted as a revenant.	The gods of death and fate often require agents in the natural world, and they don&apos;t always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.	Revenants often appear in adult form, fully grown and instinctively capable of dealing with the world around them. Most awaken in a place of the dead, such as a graveyard or a crypt, with only vague memories of whatever went before and usually with a driving compulsion to accomplish some partially remembered task or vaguely defined quest.	Most revenants remember only fragments of the life they lived before, as well as snatches of a peaceful darkness that immediately preceded their return to the world. Some need time to come to grips with the fragmented memories and driving compulsions. Others take to their new existence easily and without too much analysis and soul-searching. Many recall a woman&apos;s voice, soft and melodious, not unlike the gentle flutter of black-feathered wings, that follows them out of the shadows and back to the wakefulness of the natural world. The words are gentle but insistent, and often the source of any compulsion that a revenant experiences upon returning to life. Although each revenant returns to the world in a different way, most recall words that drifted out of the darkness with them. “Arise, my champion,” the voice demands of them. “There is work to do.” </specific>
            <specific name="Vision" > Low-light vision </specific>
            <specific name="Average Height" > 5&apos;5&quot;-6&apos;2&quot; </specific>
            <specific name="Average Weight" > 100-200 lb. </specific>
            <specific name="Ability Scores" > +2 Dexterity, +2 Charisma or +2 Constitution </specific>
            <specific name="Languages" > Common, choice of one other </specific>
            <specific name="Skill Bonuses" > +2 Endurance, +2 Intimidate </specific>
            <specific name="Short Description" > Revenants are unfulfilled souls sent back to the world by the Raven Queen. </specific>
            <specific name="Male Names" > Bane, Carver, Dredge, Erak, Riven, Rook, Scourge, Sever, Snipe, Wrath </specific>
            <specific name="Female Names" > Blessed, Charm, Fable, Ire, Lash, Nihil, Raven, Sunder, Vengeance </specific>
            <specific name="Racial Traits" > ID_FMP_RACIAL_TRAIT_1870, ID_FMP_RACIAL_TRAIT_1866, ID_FMP_RACIAL_TRAIT_1867, ID_FMP_RACIAL_TRAIT_1868 </specific>
         Play a Revenant if you want ...
         </RulesElement>
         <RulesElement name="Revenant" type="Grants" internal-id="ID_INTERNAL_GRANTS_REVENANT" charelem="70" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_RACE_47 </specific>
         </RulesElement>
         <RulesElement name="Medium" type="Size" internal-id="ID_INTERNAL_SIZE_MEDIUM" charelem="71" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Low-light" type="Vision" internal-id="ID_INTERNAL_VISION_LOW-LIGHT" charelem="72" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Dark Reaping" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1870" charelem="73" legality="rules-legal" >
            <specific name="Short Description" > Gain dark reaping as an encounter power. </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_8278 </specific>
            <specific name="Type" > Utility </specific>
            <specific name="Class" > ID_FMP_RACE_47 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_8278 </specific>
         You have the dark reaping power.
         </RulesElement>
         <RulesElement name="Dark Reaping" type="Power" internal-id="ID_FMP_POWER_8278" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=8278" charelem="74" legality="rules-legal" >
            <specific name="Flavor" > You use one death as the seed to sow more destruction. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Revenant Utility </specific>
            <specific name="Keywords" > Necrotic </specific>
            <specific name="Action Type" > Free Action </specific>
            <specific name="Attack Type" />
            <specific name="Trigger" > A creature within 5 squares of you is reduced to 0 hit points </specific>
            <specific name="Effect" > One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier. </specific>
            <specific name="Class" > ID_FMP_RACE_47 </specific>
            <specific name="Level" />
            <specific name="Power Type" > Utility </specific>
            <specific name="_ParentFeature" > ID_FMP_RACIAL_TRAIT_1870 </specific>
         </RulesElement>
         <RulesElement name="Undead" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1866" charelem="75" legality="rules-legal" >
            <specific name="Short Description" > You are considered to be both a living creature, and an undead creature for effects that relate to that keyword. </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Class" > ID_FMP_RACE_47 </specific>
         You are considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature.
         </RulesElement>
         <RulesElement name="Past life" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1867" charelem="76" legality="rules-legal" >
            <specific name="Short Description" > Choose one other race; its feats, paragon paths, and epic destinies are available to you if all other prerequisites are met. </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Class" > ID_FMP_RACE_47 </specific>
         Select a race other than revenant. You are also considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites.
         </RulesElement>
         <RulesElement name="Human" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_HUMAN" charelem="77" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_RACE_7 </specific>
         You count as a human for meeting prerequisites.
         </RulesElement>
         <RulesElement name="Unnatural Vitality" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1868" charelem="78" legality="rules-legal" >
            <specific name="Short Description" > At 0 or fewer hp (while dying), may choose to remain conscious and dazed until you fail a death saving throw </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Class" > ID_FMP_RACE_47 </specific>
         When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.
         </RulesElement>
         <RulesElement name="Dexterity" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" charelem="2" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Common" type="Language" internal-id="ID_FMP_LANGUAGE_1" charelem="29" legality="rules-legal" >
         Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
         </RulesElement>
         <RulesElement name="Endurance Bonus" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" charelem="23" legality="rules-legal" >
            <specific name="_CS_ShortDescription" > @ </specific>
         Gain a +2 racial bonus to Endurance.
         </RulesElement>
         <RulesElement name="Intimidate Bonus" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" charelem="26" legality="rules-legal" >
            <specific name="_CS_ShortDescription" > @ </specific>
         Gain a +2 racial bonus to Intimidate.
         </RulesElement>
         <RulesElement name="Charisma" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" charelem="3" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Elven" type="Language" internal-id="ID_FMP_LANGUAGE_4" charelem="30" legality="rules-legal" >
         Elven is a debased form of Supernal, in the way that elves heard the first language.
         </RulesElement>
         <RulesElement name="Warlock" type="Class" internal-id="ID_FMP_CLASS_7" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=7" charelem="19" legality="rules-legal" >
            <specific name="Flavor" > “The darkness holds no terror for me, demon! I curse you now under the Sign of Ill Omen!” </specific>
            <specific name="Key Abilities" > Charisma, Constitution, Intelligence </specific>
            <specific name="Implements" > Rods, wands </specific>
            <specific name="Armor Proficiencies" > Cloth, leather </specific>
            <specific name="Weapon Proficiencies" > Simple melee, simple ranged </specific>
            <specific name="Bonus to Defense" > +1 Reflex, +1 Will </specific>
            <specific name="Hit Points at 1st Level" > 12+ Constitution Score </specific>
            <specific name="Hit Points per Level Gained" > 5 </specific>
            <specific name="Healing Surges" > 6+ Constitution Modifier </specific>
            <specific name="Trained Skills" > From the class skills list below, choose 4 trained skills at 1st level. </specific>
            <specific name="Class Skills" > Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex) </specific>
            <specific name="Build Options" > Deceptive Warlock, Scourge Warlock, Sorcerer-King Pact </specific>
            <specific name="_PARSED_CLASS_FEATURE" > Eldritch Blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock&apos;s Curse </specific>
            <specific name="Role" > Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible. </specific>
            <specific name="Power Source" > Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. </specific>
            <specific name="Creating" > The two basic builds of warlock are the deceptive warlock and the scourge warlock. Warlocks rely on Charisma, Constitution, and Intelligence. No warlock powers or class features depend on Strength, Dexterity, or Wisdom. </specific>
            <specific name="Implement" > Warlocks make use of rods and wands to help channel and direct their arcane powers. A warlock wielding a magic rod or wand can add its enhancement bonus to the attack rolls and the damage rolls of warlock powers, as well as warlock paragon path powers, that have the implement keyword. Without a rod or a wand, a warlock can still use these powers, but he or she doesn&apos;t gain the bonus provided by the magic implement.	A pact blade, a special magic dagger, can also be used as an implement for warlock powers, as well as warlock paragon powers. These daggers are highly sought after by warlocks. </specific>
            <specific name="Powers" > Your powers are also known as spells. Each power is associated with one of the three eldritch pacts, but you aren&apos;t limited to choosing powers associated with your pact. In fact, most warlocks choose at least a few powers from outside their pact to give themselves a wider range of options.	Spells of the infernal pact use your Constitution score. The dark energy you wield is inherently harmful to the mortal body, and only through sheer physical resolve and discipline can you wield it safely. Fey pact spells rely on Charisma. Your force of will and your ability to bargain with the fey is key to spells of this type. Star pact spells require you to be physically inured to the rigors of otherworldly energy (Constitution), and also ambitious and driven enough to impose your willpower on the strands of fate (Charisma). </specific>
            <specific name="Power Name" > Spells </specific>
            <specific name="_RoleElement" > ID_FMP_ROLE_3 </specific>
            <specific name="_PowerSourceElement" > ID_FMP_POWER_SOURCE_2 </specific>
            <specific name="Short Description" > You draw on a pact formed with a greater power, using that alliance to vex your enemies. </specific>
         Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes.	However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.	The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.
         </RulesElement>
         <RulesElement name="Warlock" type="Grants" internal-id="ID_INTERNAL_GRANTS_WARLOCK" charelem="79" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_CLASS_7 </specific>
         </RulesElement>
         <RulesElement name="Striker" type="Role" internal-id="ID_FMP_ROLE_3" charelem="80" legality="rules-legal" >
         Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around
         </RulesElement>
         <RulesElement name="Arcane" type="Power Source" internal-id="ID_FMP_POWER_SOURCE_2" charelem="81" legality="rules-legal" >
         Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells.
         </RulesElement>
         <RulesElement name="Armor Proficiency (Cloth)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" charelem="82" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Armor Proficiency (Leather)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" charelem="83" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Simple Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" charelem="84" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Club)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLUB)" charelem="85" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Dagger)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" charelem="86" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Javelin)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(JAVELIN)" charelem="87" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MACE)" charelem="88" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sickle)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SICKLE)" charelem="89" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPEAR)" charelem="90" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Greatclub)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATCLUB)" charelem="91" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Morningstar)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MORNINGSTAR)" charelem="92" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Quarterstaff)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" charelem="93" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Scythe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCYTHE)" charelem="94" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Spiked gauntlet)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPIKED_GAUNTLET)" charelem="95" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Talid)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TALID)" charelem="96" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Widow&apos;s knife)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WIDOW&apos;S_KNIFE)" charelem="97" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Wrist razors)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WRIST_RAZORS)" charelem="98" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Light mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_MACE)" charelem="99" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Short spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SPEAR)" charelem="100" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Claw Fighter Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLAW_FIGHTER_CLAW)" charelem="101" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Shadowblade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHADOWBLADE)" charelem="102" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Climbing Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLIMBING_CLAW)" charelem="103" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Dragontooth Shield (Heroic Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DRAGONTOOTH_SHIELD_(HEROIC_TIER))" charelem="104" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Fighting Shield (Heroic Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FIGHTING_SHIELD_(HEROIC_TIER))" charelem="105" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Soul Shield (Paragon Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SOUL_SHIELD_(PARAGON_TIER))" charelem="106" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sun Shield (Paragon Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SUN_SHIELD_(PARAGON_TIER))" charelem="107" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Rod of Seven Parts (Weapon))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(ROD_OF_SEVEN_PARTS_(WEAPON))" charelem="108" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Simple Ranged" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" charelem="109" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Hand crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HAND_CROSSBOW)" charelem="110" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sling)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SLING)" charelem="111" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CROSSBOW)" charelem="112" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Repeating crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(REPEATING_CROSSBOW)" charelem="113" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Dejada)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DEJADA)" charelem="114" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Eldritch Blast" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_606" charelem="115" legality="rules-legal" >
            <specific name="Short Description" > Use eldritch blast as an at-will power and as a basic attack </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_1333 </specific>
            <specific name="Type" > At-Will </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
         All warlocks know the eldritch blast at-will power. This power can be used as a basic attack. You gain this power as well as another at-will power as determined by your Eldritch Pact.
         </RulesElement>
         <RulesElement name="Eldritch Blast" type="Power" internal-id="ID_FMP_POWER_1333" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1333" charelem="116" legality="rules-legal" >
            <specific name="Flavor" > You fire a bolt of dark, crackling eldritch energy at your foe. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma or Constitution vs. Reflex </specific>
            <specific name="Hit" > 1d10 + Charisma modifier or Constitution modifier damage.Increase damage to 2d10 + Charisma modifier or Constitution modifier at 21st level. </specific>
            <specific name="Special" > At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can&apos;t change it later.	This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_606 </specific>
            <specific name="_BasicAttack" > Ranged </specific>
         </RulesElement>
         <RulesElement name="Eldritch Blast Charisma" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_ELDRITCH_BLAST_CHARISMA" charelem="117" legality="rules-legal" >
            <specific name="Short Description" > Use CHA for Eldritch Blast </specific>
            <specific name="Damage Stat" > true </specific>
            <specific name="_SupportsID" > ID_FMP_POWER_1333 </specific>
         You use charisma as your key ability with Eldritch Blast.
         </RulesElement>
         <RulesElement name="Eldritch Pact" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_777" charelem="118" legality="rules-legal" >
            <specific name="Short Description" > Choose a pact, which determines an at-will spell, your pact boon, and bonuses to certain powers. </specific>
            <specific name="Level" > 1 </specific>
            <specific name="_PARSED_SUB_FEATURES" > ID_FMP_CLASS_FEATURE_772, ID_FMP_CLASS_FEATURE_773, ID_FMP_CLASS_FEATURE_774, ID_FMP_CLASS_FEATURE_804, ID_FMP_CLASS_FEATURE_1406, ID_FMP_CLASS_FEATURE_2895, ID_FMP_CLASS_FEATURE_4341 </specific>
         You have forged a pact with mysterious entities that grant you your arcane powers. Choose one pact. The pacts presented in the Player&apos;s Handbook are the fey pact, the infernal pact, and the star pact. Other products present additional pacts. The pact you choose determines the following warlock abilities:	At-Will Spells: Your pact determines one of the at-will spells you know.	Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies.	The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.
         </RulesElement>
         <RulesElement name="Fey Pact" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_772" charelem="119" legality="rules-legal" >
            <specific name="Short Description" > Eyebite spell; Misty Step boon: When cursed foe is dropped to 0 hp, you can teleport 3 squares (free). </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_2094,ID_FMP_POWER_1456 </specific>
            <specific name="Type" > At-Will </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_1456,ID_FMP_POWER_2094 </specific>
         You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faerie realm like wild gods. They bestow magic that ranges from feral and savage to wondrous and enchanting.	Eyebite: You know the eyebite spell.	Misty Step: You have the Misty Step pact boon. You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.	When an enemy under your Warlock&apos;s Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.
         </RulesElement>
         <RulesElement name="Eyebite" type="Power" internal-id="ID_FMP_POWER_1456" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1456" charelem="120" legality="rules-legal" >
            <specific name="Flavor" > You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Charm, Implement, Psychic </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Will </specific>
            <specific name="Hit" > 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.	Level 21: 2d6 + Charisma modifier damage. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_772 </specific>
         </RulesElement>
         <RulesElement name="Misty Step" type="Power" internal-id="ID_FMP_POWER_2094" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2094" charelem="121" legality="rules-legal" >
            <specific name="Flavor" > You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock Pact Boon 1 </specific>
            <specific name="Keywords" />
            <specific name="Action Type" > Free Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Prerequisite" > Fey Pact </specific>
            <specific name="Trigger" > An enemy under your Warlock&apos;s Curse is reduced to 0 hit points or fewer </specific>
            <specific name="Effect" > You can immediately teleport 3 squares as a free action. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Pact Boon </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_772 </specific>
         </RulesElement>
         <RulesElement name="Prime Shot" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_603" charelem="31" legality="rules-legal" >
            <specific name="Short Description" > If no allies are closer to target than you, get +1 on ranged attacks against that target. </specific>
            <specific name="Level" > 1 </specific>
         If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style.
         </RulesElement>
         <RulesElement name="Shadow Walk" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_604" charelem="122" legality="rules-legal" >
            <specific name="Short Description" > On your turn, if you move 3+ squares from starting square, gain concealment until end of your next turn </specific>
            <specific name="Level" > 1 </specific>
            <specific name="_CLASSNAME" > Binder </specific>
         On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
         </RulesElement>
         <RulesElement name="Warlock&apos;s Curse" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_605" charelem="32" legality="rules-legal" >
            <specific name="Short Description" > Once per turn (minor), curse nearest foe you can see; deal extra damage to cursed foes. </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_5597 </specific>
            <specific name="Type" > At-Will </specific>
            <specific name="Class" />
            <specific name="Usage" > turn </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_5597 </specific>
         Once per turn you can use the Warlock&apos;s Curse power.
         </RulesElement>
         <RulesElement name="Warlock&apos;s Curse" type="Power" internal-id="ID_FMP_POWER_5597" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5597" charelem="123" legality="rules-legal" >
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock&apos;s Curse  Power </specific>
            <specific name="Keywords" />
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" />
            <specific name="Effect" > Once per turn as a minor action, you can place a Warlock&apos;s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.	A Warlock&apos;s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.	You can place a Warlock&apos;s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can&apos;t place a Warlock&apos;s Curse on a creature that is already affected by your or another character&apos;s Warlock&apos;s Curse.	As you advance in level, your extra damage increases.&lt;table&gt;Level	Warlock&apos;s Curse Extra Damage1st–10th	+1d611th–20th	+2d621st–30th	+3d6&lt;/table&gt; </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_605,ID_FMP_CLASS_FEATURE_1533 </specific>
         </RulesElement>
         <RulesElement name="Warlock Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_WARLOCK_IMPLEMENTS" charelem="124" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_CLASS_7 </specific>
         </RulesElement>
         <RulesElement name="Implement Proficiency (Rod)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ROD)" charelem="125" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Implement Proficiency (Wand)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" charelem="126" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Arcana" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ARCANA" charelem="21" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="History" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_HISTORY" charelem="24" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Intimidate" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_INTIMIDATE" charelem="25" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Streetwise" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_STREETWISE" charelem="27" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Arcane Familiar" type="Feat" internal-id="ID_FMP_FEAT_738" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=738" charelem="127" legality="rules-legal" >
            <specific name="Short Description" > You gain a familiar </specific>
            <specific name="Type" > Familiar </specific>
            <specific name="Tier" > Heroic </specific>
         You gain a familiar. For each familiar feat you have beyond this one, your familiar gains a +1 bonus to its defenses.
         </RulesElement>
         <RulesElement name="White-Eyed Crow" type="Familiar" internal-id="ID_FMP_FAMILIAR_80" charelem="128" legality="rules-legal" >
            <specific name="Speed" > 2 </specific>
            <specific name="Power" > Fate&apos;s Agent: When you spend an action point to make an attack, you can reroll one missed attack roll against a target of that attack if that target is adjacent to the white-eyed crow. </specific>
            <specific name="Constant Benefits" > * You can&apos;t be surprised. </specific>
            <specific name="Secondary Speed" > fly 6 (hover) </specific>
            <specific name="Senses" > Darkvision </specific>
            <specific name="Tier" > Heroic Tier </specific>
         A white-eyed crow has stark white eyes, without pupils, but it is not blind. This small black bird sees more than any mortal creature.
         </RulesElement>
         <RulesElement name="Witchfire" type="Power" internal-id="ID_FMP_POWER_1459" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1459" charelem="129" legality="rules-legal" >
            <specific name="Flavor" > From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy&apos;s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Fire, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. </specific>
            <specific name="	Fey Pact" > The penalty to attack rolls is equal to 2 + your Intelligence modifier. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
         </RulesElement>
         <RulesElement name="Fortune&apos;s Reversal" type="Power" internal-id="ID_FMP_POWER_4055" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4055" charelem="130" legality="rules-legal" >
            <specific name="Flavor" > With a single word of power, you reverse a creature&apos;s luck, turning fortune and happiness into misfortune and sorrow. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Implement, Psychic </specific>
            <specific name="Action Type" > Immediate Reaction </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Trigger" > An enemy within 10 squares of you scores a critical hit or saves </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Attack" > Charisma vs. Will </specific>
            <specific name="Hit" > 1d8 + Charisma modifier psychic damage. The target takes a -2 penalty to saving throws and ongoing 5 psychic damage (save ends both). The target cannot save against this power until it takes the ongoing psychic damage at least once. </specific>
            <specific name="	Dark Pact" > The target takes a -3 penalty to saving throws instead of -2. </specific>
            <specific name="	Fey Pact" > The target also takes a -2 penalty to attack rolls while affected by the ongoing psychic damage. </specific>
            <specific name="Miss" > The target takes ongoing 5 psychic damage (save ends). The target cannot save against this power until it takes the ongoing psychic damage at least once. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
         </RulesElement>
         <RulesElement name="The Raven Queen" type="Deity" internal-id="ID_FMP_DEITY_10" charelem="131" legality="rules-legal" >
            <specific name="Alignment" > Unaligned </specific>
            <specific name="Domains" > ID_FMP_DOMAIN_6, ID_FMP_DOMAIN_9, ID_FMP_DOMAIN_34 </specific>
            <specific name="_Tags" > Essentials </specific>
         The name of the god of death is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funeral rites, in the hope that she will guard the departed from the curse of undeath. She expects her followers to:* Hold no pity for those who suffer and die, for death is the natural end of life.* Bring down the proud who try to cast off the chains of fate. As the instrument of the Raven Queen, you must punish hubris where you find it.* Watch for the cults of Orcus and stamp them out whenever they arise. The Demon Prince of the Undead seeks to claim the Raven Queen&apos;s throne.
         </RulesElement>
         <RulesElement name="Death" type="Domain" internal-id="ID_FMP_DOMAIN_6" charelem="132" legality="rules-legal" >
         The Raven Queen holds dominion over death. It represents her ultimate role in the cosmos, and she stands as its dispassionate symbol.If they are true to her intent, the Raven Queen&apos;s followers advance death as the proper progression of the soul toward its ultimate destination. Death should be neither thrilling nor frightful. It comes as night to day and as naturally as winter bites at the heels of autumn. Those who break with that fate through undeath or other extraordinary means must be forcibly brought to their ends.Other deities with death among their domains likely view it differently. An evil death god might be a tyrant who delights in the sorrow that death sows, whereas a good death god might be a compassionate guide to the next world, a stern judge of the dead, a guardian of the eternal gates, or a protector of tombs.
         </RulesElement>
         <RulesElement name="Fate" type="Domain" internal-id="ID_FMP_DOMAIN_9" charelem="133" legality="rules-legal" >
         To many mortals, fate is inescapable. Their destinies are written before they&apos;re born, and throughout their lives, events conspire to lead them along their appointed path. A few mortals—particularly great heroes—sometimes overpower fate, but very few defy it indefinitely. Sooner or later all but the most extraordinary are caught up in fate&apos;s web.The Raven Queen takes fate as her domain, acting as the guardian of destiny. In keeping with her cold nature, her vision of fate is grim, and she frequently resents great heroes for flouting their destinies. The irony of her situation is that she achieved mastery of fate by overcoming a mortal&apos;s destiny, so extraordinary heroes who survive long enough eventually find that fate begins to tip in their favor.Ioun has fate as a domain for its aspect of prognostication. Ioun&apos;s followers seek to know and record the paths of events—in the past, the present, and the future. Her devotees hope to understand their own fates and to help those who do not comprehend their destinies to perceive what it is they are meant to do, for good or ill.
         </RulesElement>
         <RulesElement name="Winter" type="Domain" internal-id="ID_FMP_DOMAIN_34" charelem="134" legality="rules-legal" >
         The Raven Queen rules over winter as the uncaring marshal of its beginning and end. She pulls the white veil over the world with cold efficiency, and lets the world rise from the dead of winter only because the natural order demands it. The Raven Queen&apos;s servants see winter as a pure and fair means of culling the weak. It represents a time of hardship through which the world emerges stronger than before.Mortals typically associate winter with darkness, hunger, and death, so many pray to a winter god out of fear, hoping to placate icy wrath. Those who adapt their lives to wintry environments might enjoy the protection of good god of winter. In lands where seasons change little, the winter god might be a god of the high mountains, where snow and ice never melt. An evil winter deity might dream about plunging the world into eternal ice but be held in check by a god of the sun and summer such as Pelor.
         </RulesElement>
         <RulesElement name="2" type="Level" internal-id="ID_INTERNAL_LEVEL_2" charelem="10" legality="rules-legal" >
            <specific name="XP Needed" > 1250 </specific>
         </RulesElement>
         <RulesElement name="Killing Curse" type="Feat" internal-id="ID_FMP_FEAT_2764" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2764" charelem="135" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Warlock&apos;s curse dice increase from d6 to d8 </specific>
         The extra damage dice from your Warlock&apos;s Curse class feature increase from d6s to d8s.
         </RulesElement>
         <RulesElement name="Unseelie Eyes" type="Power" internal-id="ID_FMP_POWER_15896" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=15896" charelem="136" legality="rules-legal" >
            <specific name="Flavor" > Your eyes take on a golden sheen, and suddenly you can see in the darkness as though it were daylight. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Unseelie Agent Utility 2 </specific>
            <specific name="Keywords" > Arcane, Shadow </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > You gain darkvision until the end of the encounter. Additionally, as a free action, you can cause your eyes to glow, shedding bright light in a 2-square radius. You can end the glow effect as a free action. </specific>
            <specific name="_ThemePower" > ID_FMP_THEME_918 </specific>
            <specific name="Level" > 2 </specific>
            <specific name="Power Type" > Utility </specific>
            <specific name="Prerequisite" > Unseelie Agent </specific>
         Many fey creatures can see in the darkness. Your patron has given you that ability, which sometimes manifests in ways that unsettle those around you.
         </RulesElement>
         <RulesElement name="3" type="Level" internal-id="ID_INTERNAL_LEVEL_3" charelem="11" legality="rules-legal" >
            <specific name="XP Needed" > 1500 </specific>
         </RulesElement>
         <RulesElement name="Otherwind Stride" type="Power" internal-id="ID_FMP_POWER_661" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=661" charelem="137" legality="rules-legal" >
            <specific name="Flavor" > You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Warlock Attack 3 </specific>
            <specific name="Keywords" > Arcane, Implement, Teleportation </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Close burst 1 </specific>
            <specific name="Target" > Each creature in burst </specific>
            <specific name="Attack" > Charisma vs. Fortitude </specific>
            <specific name="Hit" > 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn. </specific>
            <specific name="Effect" > You teleport 5 squares. </specific>
            <specific name="	Fey Pact" > Add your Intelligence modifier to the distance of the teleportation. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 3 </specific>
            <specific name="Power Type" > Attack </specific>
         </RulesElement>
         <RulesElement name="4" type="Level" internal-id="ID_INTERNAL_LEVEL_4" charelem="12" legality="rules-legal" >
            <specific name="XP Needed" > 1750 </specific>
         </RulesElement>
         <RulesElement name="Brutal Curse" type="Feat" internal-id="ID_FMP_FEAT_2760" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2760" charelem="138" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Reroll 1s on Warlock Curse damage dice until you receive 2 or higher </specific>
         When you roll your Warlock&apos;s Curse damage, reroll any die that displays a 1 until you have a result of 2 or higher.
         </RulesElement>
         <RulesElement name="Charisma" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_CHARISMA" charelem="4" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Constitution" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_CONSTITUTION" charelem="1" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="5" type="Level" internal-id="ID_INTERNAL_LEVEL_5" charelem="13" legality="rules-legal" >
            <specific name="XP Needed" > 2000 </specific>
         </RulesElement>
         <RulesElement name="Well of Shadows" type="Power" internal-id="ID_FMP_POWER_13883" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13883" charelem="139" legality="rules-legal" >
            <specific name="Flavor" > A pool of darkness forms beneath your foes, clinging to them like something alive as they struggle to escape. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="_ChildPower" > ID_FMP_POWER_13884 </specific>
            <specific name="Display" > Warlock Attack 5 </specific>
            <specific name="Keywords" > Arcane, Implement, Necrotic, Shadow, Zone </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Area burst 1 within 10 squares </specific>
            <specific name="Target" > Each creature in the burst </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 1d10 + Charisma modifier necrotic damage, and the target is slowed (save ends). </specific>
            <specific name="Effect" > The burst creates a zone that lasts until the end of the encounter. Until the zone ends, you can use the secondary power at will. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 5 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_3661 </specific>
            <specific name="_Subclasses" > ID_FMP_CLASS_821 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_13884 </specific>
         The raw essence of the Shadowfell forms a foul mire of darkness where it spills in from that realm at your command.
         </RulesElement>
         <RulesElement name="Well of Shadows Secondary Power" type="Power" internal-id="ID_FMP_POWER_13884" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13884" charelem="140" legality="rules-legal" >
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" />
            <specific name="Keywords" > Implement, Necrotic, Shadow </specific>
            <specific name="Action Type" > Opportunity Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Requirement" > The power Well of Shadows must be active in order to use this power. </specific>
            <specific name="Trigger" > An enemy enters the zone willingly or ends its turn there. </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 5 + Charisma modifier necrotic damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized and takes ongoing 10 necrotic damage (save ends both). </specific>
            <specific name="_ParentPower" > ID_FMP_POWER_13883 </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
         </RulesElement>
         <RulesElement name="Unseelie Agent Level 5 Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4207" charelem="141" legality="rules-legal" >
            <specific name="Flavor" > Unseelie creatures are secretive and cling to the shadows whenever possible. Because of their reluctance to risk exposure, communicating with them can be difficult. You receive the gift of a secret language, making it easier to exchange missives with your patron. </specific>
            <specific name="Short Description" > You can speak, read, and write the secret language of the Unseelie fey </specific>
            <specific name="Level" > 5 </specific>
         You can speak, read, and write the secret language of the Unseelie fey. This language can be used to communicate securely with others of your ilk.
         </RulesElement>
         <RulesElement name="Secret Language" type="Language" internal-id="ID_INTERNAL_LANGUAGE_SECRET_LANGUAGE" charelem="142" legality="rules-legal" >
         Thieves&apos; Cant, Druidic, Drow Sign Language, and other secret languages might exist in your game world at your DM&apos;s discretion.
         </RulesElement>
         <RulesElement name="6" type="Level" internal-id="ID_INTERNAL_LEVEL_6" charelem="14" legality="rules-legal" >
            <specific name="XP Needed" > 2500 </specific>
         </RulesElement>
         <RulesElement name="Ritual Caster" type="Feat" internal-id="ID_FMP_FEAT_159" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" charelem="143" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Master and perform rituals </specific>
         You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
         </RulesElement>
         <RulesElement name="Rending Fear of Khirad" type="Power" internal-id="ID_FMP_POWER_4284" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4284" charelem="144" legality="rules-legal" >
            <specific name="Flavor" > A pale blue flame springs up from your brow as you incant the apocalypses over which Khirad has burned, thus hoping to frighten your foe into an admission. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Utility 6 </specific>
            <specific name="Keywords" > Arcane, Charm, Fear, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Close touch </specific>
            <specific name="Target" > One helpless intelligent enemy </specific>
            <specific name="Effect" > You demand that the target answer one question. If you share a language, your helpless target provides the answer to the best of its knowledge, without distortion. Each round, ask a new question if your target remains helpless, up to a number of questions equal to 1 + your Charisma modifier. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 6 </specific>
            <specific name="Power Type" > Utility </specific>
         </RulesElement>
         <RulesElement name="7" type="Level" internal-id="ID_INTERNAL_LEVEL_7" charelem="15" legality="rules-legal" >
            <specific name="XP Needed" > 3000 </specific>
         </RulesElement>
         <RulesElement name="Nypacian Serpents" type="Power" internal-id="ID_FMP_POWER_4095" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4095" charelem="145" legality="rules-legal" >
            <specific name="Flavor" > You create semblances of the serpents of the Nypacian Outlands to attack an enemy. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Warlock Attack 7 </specific>
            <specific name="Keywords" > Arcane, Implement, Poison </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 2d8 + Charisma modifier damage. The first time the target takes damage before the end of your next turn, it takes extra poison damage equal to your Intelligence modifier. </specific>
            <specific name="	Fey Pact" > The poison damage equals twice your Intelligence modifier. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 7 </specific>
            <specific name="Power Type" > Attack </specific>
         </RulesElement>
         <RulesElement name="8" type="Level" internal-id="ID_INTERNAL_LEVEL_8" charelem="16" legality="rules-legal" >
            <specific name="XP Needed" > 3500 </specific>
         </RulesElement>
         <RulesElement name="Battle Caster Defense" type="Feat" internal-id="ID_FMP_FEAT_2565" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2565" charelem="6" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > +4 AC against opportunity attacks after you use ranged or area power </specific>
         You gain a +4 bonus to AC against opportunity attacks that you provoke when using a ranged or an area power.
         </RulesElement>
         <RulesElement name="9" type="Level" internal-id="ID_INTERNAL_LEVEL_9" charelem="17" legality="rules-legal" >
            <specific name="XP Needed" > 4000 </specific>
         </RulesElement>
         <RulesElement name="Storm Countess&apos;s Kiss" type="Power" internal-id="ID_FMP_POWER_4109" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4109" charelem="146" legality="rules-legal" >
            <specific name="Flavor" > You sarcastically blow a kiss at your enemy, creating a swirling gale that lifts your foe off the ground and then tosses it aside. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Attack 9 </specific>
            <specific name="Keywords" > Arcane, Cold, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Fortitude </specific>
            <specific name="Hit" > Charisma modifier cold damage, and the target is held restrained 10 feet (w2 squares) off the ground (save ends). </specific>
            <specific name="	Fey Pact" > The target is held restrained off the ground a number of feet equal to 10 + five times your Intelligence modifier. </specific>
            <specific name="	Aftereffect" > The target falls, and you slide it 2 squares. </specific>
            <specific name="Miss" > You push the target 2 squares, and you knock it prone. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 9 </specific>
            <specific name="Power Type" > Attack </specific>
         </RulesElement>
         <RulesElement name="10" type="Level" internal-id="ID_INTERNAL_LEVEL_10" charelem="18" legality="rules-legal" >
            <specific name="XP Needed" > 5500 </specific>
         </RulesElement>
         <RulesElement name="Warlock&apos;s Sight" type="Feat" internal-id="ID_FMP_FEAT_2767" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2767" charelem="147" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Ignore normal penalties for cover and concealment if enemy is cursed </specific>
         You don&apos;t take the normal -2 penalty to attack rolls if your target has cover or concealment as long as your target is cursed by you.
         </RulesElement>
         <RulesElement name="Warlock&apos;s Leap" type="Power" internal-id="ID_FMP_POWER_662" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=662" charelem="148" legality="rules-legal" >
            <specific name="Flavor" > You leap through the mystic veil into the Feywild. An instant later, you return a short distance away and alight without traveling through the intervening air. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Utility 10 </specific>
            <specific name="Keywords" > Arcane, Teleportation </specific>
            <specific name="Action Type" > Move Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > You teleport 6 squares. You do not need line of sight to the destination, but if you attempt to teleport to a space you can&apos;t occupy, you don&apos;t move. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 10 </specific>
            <specific name="Power Type" > Utility </specific>
         </RulesElement>
         <RulesElement name="Unseelie Agent Level 10 Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4208" charelem="149" legality="rules-legal" >
            <specific name="Flavor" > The shadow power of your patron has begun to corrupt you permanently. From time to time, in fits of rage or irritation, you change physically, taking on aspects of your Unseelie master. Your skin becomes gray, your eyes turn to pools of obsidian, and the air around you grows stifling and murky. For a moment, you appear to have hooves instead of feet, but that sensation passes quickly. </specific>
            <specific name="Short Description" > Roll twice when making Intimidate checks </specific>
            <specific name="Level" > 10 </specific>
         When you make an Intimidate check, you can roll twice and use either result. When you do so, you physically change for a moment, revealing to the person you are attempting to intimidate that you have a supernatural connection to a dark power.
         </RulesElement>
      </RulesElementTally>


      <!--
         The tally of the character&apos;s loot
      -->
      <LootTally>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" >
               <specific name="Flavor" > A basic wand, enchanted so as to channel arcane energy. </specific>
               <specific name="Level" > 1 </specific>
               <specific name="Gold" > 360 </specific>
               <specific name="Magic Item Type" > Wand </specific>
               <specific name="Critical" > +1d6 damage per plus </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +1 </specific>
               <specific name="_Enhancement" > Attack rolls and damage rolls </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Item Slot" > Off-Hand </specific>
               <specific name="_Tags" > Essentials </specific>
               <specific name="Implement" > Wand </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_148138 </specific>
               <specific name="Enhancement" > +1 attack rolls and damage rolls </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Hand crossbow" type="Weapon" internal-id="ID_FMP_WEAPON_36" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3" charelem="151" legality="rules-legal" >
               <specific name="Full Text" > Hand crossbowSimple one-handed ranged weaponCost: 25 gpDamage: 1d6Proficient: +2Range: 10/20Weight: 2 lb.Properties: Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).Group: Crossbow (Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal bow gives them substantial power.). </specific>
               <specific name="Weight" > 2 </specific>
               <specific name="Gold" > 25 </specific>
               <specific name="Range" > 10/20 </specific>
               <specific name="Damage" > 1d6 </specific>
               <specific name="Proficiency Bonus" > 2 </specific>
               <specific name="Weapon Category" > Simple Ranged </specific>
               <specific name="Hands Required" > One-Handed </specific>
               <specific name="Item Slot" > One-hand </specific>
               <specific name="Group" > Crossbow </specific>
               <specific name="Properties" > Load Free </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Dagger" type="Weapon" internal-id="ID_FMP_WEAPON_3" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3" charelem="152" legality="rules-legal" >
               <specific name="Full Text" > DaggerSimple one-handed melee weaponCost: 1 gpDamage: 1d4Proficient: +3Range: 5/10Weight: 1 lb.Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don&apos;t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
               <specific name="Weight" > 1 </specific>
               <specific name="Gold" > 1 </specific>
               <specific name="Range" > 5/10 </specific>
               <specific name="Damage" > 1d4 </specific>
               <specific name="Proficiency Bonus" > 3 </specific>
               <specific name="Weapon Category" > Simple Melee </specific>
               <specific name="Hands Required" > One-Handed </specific>
               <specific name="Item Slot" > Off-Hand </specific>
               <specific name="Group" > Light blade </specific>
               <specific name="Properties" > Light Thrown, Off-Hand </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Adventurer&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=4" charelem="153" legality="rules-legal" >
               <specific name="Full Text" > Adventurer&apos;s KitCategory: GearPrice: 15 gp Weight: 33 lbDescription: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days&apos; worth of trail rations, 50 feet of hempen rope, and a waterskin. </specific>
               <specific name="Weight" > 33 </specific>
               <specific name="Gold" > 15 </specific>
               <specific name="Category" > Gear </specific>
               <specific name="count" > 1 </specific>
            This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days&apos; worth of trail rations, 50 feet of hempen rope, and a waterskin.
            </RulesElement>
         </loot>
         <loot count="5" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Crossbow Bolts" type="Gear" internal-id="ID_FMP_GEAR_15" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=15&amp;ftype=4" charelem="154" legality="rules-legal" >
               <specific name="Full Text" > Crossbow Bolts (20)Category: AmmunitionPrice: 1 gp Weight: 2 lbDescription: Crossbow bolts come in a case that holds twenty. Ammunition is used up when you fire it from a projectile weapon. </specific>
               <specific name="Weight" > 2 </specific>
               <specific name="Gold" > 1 </specific>
               <specific name="Category" > Ammunition </specific>
               <specific name="_RelatedElement" > ID_FMP_GEAR_59 </specific>
               <specific name="count" > 20 </specific>
            Crossbow bolts come in a case that holds twenty. Ammunition is used up when you fire it from a projectile weapon.
            </RulesElement>
         </loot>
         <loot count="0" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Leather Armor" type="Armor" internal-id="ID_FMP_ARMOR_2" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2&amp;ftype=2" charelem="155" legality="rules-legal" >
               <specific name="Full Text" > Leather ArmorDescription: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection.	Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Leather armor grants +3 AC at levels 16-25, and +4 AC at levels 26-30.AC Bonus: +2Weight: 15 lb.Cost: 25 gp.Type: Leather </specific>
               <specific name="Weight" > 15 </specific>
               <specific name="Armor Bonus" > 2 </specific>
               <specific name="Check" > - </specific>
               <specific name="Speed" > - </specific>
               <specific name="Gold" > 25 </specific>
               <specific name="_BaseACPlus1" > 2 </specific>
               <specific name="_BaseACPlus2" > 2 </specific>
               <specific name="_BaseACPlus3" > 2 </specific>
               <specific name="_BaseACPlus4" > 3 </specific>
               <specific name="_BaseACPlus5" > 3 </specific>
               <specific name="_BaseACPlus6" > 4 </specific>
               <specific name="Armor Type" > Light </specific>
               <specific name="Item Slot" > Body </specific>
               <specific name="Armor Category" > Leather </specific>
            Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection.	Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Leather armor grants +3 AC at levels 16-25, and +4 AC at levels 26-30.
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Amulet of Protection +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1047" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1047&amp;ftype=1" charelem="9" legality="rules-legal" >
               <specific name="Flavor" > This light blue amulet increases your defenses. </specific>
               <specific name="Level" > 1 </specific>
               <specific name="Gold" > 360 </specific>
               <specific name="Magic Item Type" > Neck Slot Item </specific>
               <specific name="Item Slot" > Neck </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +1 </specific>
               <specific name="_Enhancement" > Fortitude, Reflex, and Will </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="_Tags" > Essentials </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_146850 </specific>
               <specific name="Enhancement" > +1 Fortitude, Reflex, and Will </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Arcane Mark" type="Ritual" internal-id="ID_FMP_RITUAL_77" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=77" charelem="156" legality="rules-legal" >
               <specific name="Flavor" > Onto the object&apos;s surface you etch a glowing rune, which shimmers for a moment before fading, marking the item as your own. </specific>
               <specific name="Category" > Creation </specific>
               <specific name="Key Skill" > Arcana (no check) </specific>
               <specific name="Component Cost" > 10 gp </specific>
               <specific name="Duration" > Permanent </specific>
               <specific name="Level" > 1 </specific>
               <specific name="Time" > 5 minutes </specific>
               <specific name="Market Price" > 20 gp </specific>
               <specific name="Type" > Ritual </specific>
            You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible and can be seen only by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify their property and sometimes to designate places of great import.
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Brew Potion" type="Ritual" internal-id="ID_FMP_RITUAL_1" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=1" charelem="157" legality="rules-legal" >
               <specific name="Flavor" > Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink. </specific>
               <specific name="Category" > Creation </specific>
               <specific name="Key Skill" > Arcana or Religion (no check) </specific>
               <specific name="Component Cost" > Special </specific>
               <specific name="Duration" > Permanent until consumed </specific>
               <specific name="Level" > 1 </specific>
               <specific name="Time" > 1 hour </specific>
               <specific name="Market Price" > 75 gp </specific>
               <specific name="Type" > Ritual </specific>
            You create a common potion or elixir of your level or lower. The ritual&apos;s component cost is equal to the price of the potion or elixir you create.
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Gentle Repose" type="Ritual" internal-id="ID_FMP_RITUAL_47" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=47" charelem="158" legality="rules-legal" >
               <specific name="Flavor" > Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead. </specific>
               <specific name="Category" > Restoration </specific>
               <specific name="Key Skill" > Heal (no check) </specific>
               <specific name="Component Cost" > 10 gp </specific>
               <specific name="Duration" > Special </specific>
               <specific name="Level" > 1 </specific>
               <specific name="Time" > 1 hour </specific>
               <specific name="Market Price" > 50 gp </specific>
               <specific name="Type" > Ritual </specific>
            This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Silence" type="Ritual" internal-id="ID_FMP_RITUAL_58" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=58" charelem="159" legality="rules-legal" >
               <specific name="Flavor" > Straining both your patience and your keen ears, you hear nothing in the duke&apos;s private chamber. That&apos;s why you&apos;re so surprised to see the duke when you boldly enter. </specific>
               <specific name="Category" > Warding </specific>
               <specific name="Key Skill" > Arcana (no check) </specific>
               <specific name="Component Cost" > 30 gp </specific>
               <specific name="Duration" > 24 hours </specific>
               <specific name="Level" > 1 </specific>
               <specific name="Time" > 10 minutes </specific>
               <specific name="Market Price" > 75 gp </specific>
               <specific name="Type" > Ritual </specific>
            You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Leather Armor" type="Armor" internal-id="ID_FMP_ARMOR_2" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2&amp;ftype=2" charelem="7" legality="rules-legal" >
               <specific name="Full Text" > Leather ArmorDescription: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection.	Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Leather armor grants +3 AC at levels 16-25, and +4 AC at levels 26-30.AC Bonus: +2Weight: 15 lb.Cost: 25 gp.Type: Leather </specific>
               <specific name="Weight" > 15 </specific>
               <specific name="Armor Bonus" > 2 </specific>
               <specific name="Check" > - </specific>
               <specific name="Speed" > - </specific>
               <specific name="Gold" > 25 </specific>
               <specific name="_BaseACPlus1" > 2 </specific>
               <specific name="_BaseACPlus2" > 2 </specific>
               <specific name="_BaseACPlus3" > 2 </specific>
               <specific name="_BaseACPlus4" > 3 </specific>
               <specific name="_BaseACPlus5" > 3 </specific>
               <specific name="_BaseACPlus6" > 4 </specific>
               <specific name="Armor Type" > Light </specific>
               <specific name="Item Slot" > Body </specific>
               <specific name="Armor Category" > Leather </specific>
            Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection.	Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Leather armor grants +3 AC at levels 16-25, and +4 AC at levels 26-30.
            </RulesElement>
            <RulesElement name="Magic Armor +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_611" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=611&amp;ftype=1" charelem="8" legality="rules-legal" >
               <specific name="Flavor" > A set of basic yet effective enchanted armor. </specific>
               <specific name="Level" > 6 </specific>
               <specific name="Gold" > 1800 </specific>
               <specific name="Magic Item Type" > Armor </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +2 </specific>
               <specific name="_Enhancement" > AC </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="_Tags" > Essentials </specific>
               <specific name="Armor" > Any </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_148129 </specific>
               <specific name="Enhancement" > +2 AC </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Scythe" type="Weapon" internal-id="ID_FMP_WEAPON_11" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=11&amp;ftype=3" charelem="160" legality="rules-legal" >
               <specific name="Full Text" > ScytheSimple two-handed melee weaponCost: 5 gpDamage: 2d4Proficient: +2Weight: 10 lb.Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). </specific>
               <specific name="Weight" > 10 </specific>
               <specific name="Gold" > 5 </specific>
               <specific name="Damage" > 2d4 </specific>
               <specific name="Proficiency Bonus" > 2 </specific>
               <specific name="Weapon Category" > Simple Melee </specific>
               <specific name="Hands Required" > Two-Handed </specific>
               <specific name="Item Slot" > Two-Hands </specific>
               <specific name="Group" > Heavy Blade </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" >
               <specific name="Flavor" > A basic wand, enchanted so as to channel arcane energy. </specific>
               <specific name="Level" > 6 </specific>
               <specific name="Gold" > 1800 </specific>
               <specific name="Magic Item Type" > Wand </specific>
               <specific name="Critical" > +1d6 damage per plus </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +2 </specific>
               <specific name="_Enhancement" > Attack rolls and damage rolls </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Item Slot" > Off-Hand </specific>
               <specific name="_Tags" > Essentials </specific>
               <specific name="Implement" > Wand </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_148138 </specific>
               <specific name="Enhancement" > +2 attack rolls and damage rolls </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Goblin Stompers" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3338" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3338&amp;ftype=1" charelem="162" legality="rules-legal" >
               <specific name="Flavor" > These cured hide boots shift you safely away from an inaccurate attacker. </specific>
               <specific name="Level" > 6 </specific>
               <specific name="Gold" > 1800 </specific>
               <specific name="Magic Item Type" > Feet Slot Item </specific>
               <specific name="Item Slot" > Feet </specific>
               <specific name="_Rarity" > Uncommon </specific>
               <specific name="_Bonus" > +0 </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Power" > Power * Encounter (Immediate Reaction Action)
Use this power when a melee attack misses you. Shift 1 square. </specific>
            </RulesElement>
         </loot>
      </LootTally>

      <!--
         The fields for your powers. Each power is then followed
         by the stats with that power paired with each legal weapon.
         The weapons are listed in priority as the builder sees it.
         Particularly, the first weapon listed is the default.
      -->
      <PowerStats>
         <Power name="Melee Basic Attack" >
            <specific name="Flavor" > You resort to the simple attack you learned when you first picked up a melee weapon. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Basic Attack </specific>
            <specific name="Keywords" > Weapon </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Melee weapon </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Strength vs. AC </specific>
            <specific name="Hit" > 1[W] + Strength modifier damage. </specific>
            <specific name="	Level 21" > 2[W] + Strength modifier damage. </specific>
            <Weapon name="Scythe" >
               <RulesElement name="Scythe" type="Weapon" internal-id="ID_FMP_WEAPON_11" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=11&amp;ftype=3" charelem="160" legality="rules-legal" />
               <AttackBonus> 9 </AttackBonus>
               <Damage> 2d4+2 </Damage>
               <AttackStat> Strength </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Strength modifier.
+5 half your level.
+2 proficiency bonus.

               </HitComponents>
               <DamageComponents> +2 Strength modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 10 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Dagger" >
               <RulesElement name="Dagger" type="Weapon" internal-id="ID_FMP_WEAPON_3" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3" charelem="152" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d4+2 </Damage>
               <AttackStat> Strength </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Strength modifier.
+5 half your level.
+3 proficiency bonus.

               </HitComponents>
               <DamageComponents> +2 Strength modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 6 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 7 </AttackBonus>
               <Damage> 1d4+2 </Damage>
               <AttackStat> Strength </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Strength modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +2 Strength modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 6 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Ranged Basic Attack" >
            <specific name="Flavor" > You resort to the simple attack you learned when you first picked up a ranged weapon. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Basic Attack </specific>
            <specific name="Keywords" > Weapon </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged weapon </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Dexterity vs. AC </specific>
            <specific name="Hit" > 1[W] + Dexterity modifier damage. </specific>
            <specific name="	Level 21" > 2[W] + Dexterity modifier damage. </specific>
            <Weapon name="Hand crossbow" >
               <RulesElement name="Hand crossbow" type="Weapon" internal-id="ID_FMP_WEAPON_36" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3" charelem="151" legality="rules-legal" />
               <AttackBonus> 9 </AttackBonus>
               <Damage> 1d6+2 </Damage>
               <AttackStat> Dexterity </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Dexterity modifier.
+5 half your level.
+2 proficiency bonus.

               </HitComponents>
               <DamageComponents> +2 Dexterity modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 8 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Dagger" >
               <RulesElement name="Dagger" type="Weapon" internal-id="ID_FMP_WEAPON_3" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3" charelem="152" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d4+2 </Damage>
               <AttackStat> Dexterity </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Dexterity modifier.
+5 half your level.
+3 proficiency bonus.

               </HitComponents>
               <DamageComponents> +2 Dexterity modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 6 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 7 </AttackBonus>
               <Damage> 1d4+2 </Damage>
               <AttackStat> Dexterity </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Dexterity modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +2 Dexterity modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 6 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Create Shadow-Wrought Weapon" >
            <specific name="Flavor" > You call forth the weapon given you by your master, a weapon that is cold to the touch no matter the temperature of its surroundings. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Unseelie Agent Utility </specific>
            <specific name="Keywords" > Arcane, Shadow </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Requirement" > You must have a hand free. </specific>
            <specific name="Effect" > You call to your hand a shadow-wrought weapon that lasts until you dismiss it as a free action or until you use this power again. The weapon has a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d8 extra damage on a critical hit.	Level 6: +2 enhancement bonus, 2d8 extra damage.	Level 11: +3 enhancement bonus, 3d8 extra damage.	Level 16: +4 enhancement bonus, 4d8 extra damage.	Level 21: +5 enhancement bonus, 5d8 extra damage.	Level 26: +6 enhancement bonus, and 6d8 extra damage. </specific>
            <specific name="Level" />
            <specific name="Power Type" > Utility </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_4206 </specific>
         </Power>

         <Power name="Dark Reaping" >
            <specific name="Flavor" > You use one death as the seed to sow more destruction. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Revenant Utility </specific>
            <specific name="Keywords" > Necrotic </specific>
            <specific name="Action Type" > Free Action </specific>
            <specific name="Attack Type" />
            <specific name="Trigger" > A creature within 5 squares of you is reduced to 0 hit points </specific>
            <specific name="Effect" > One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier. </specific>
            <specific name="Class" > ID_FMP_RACE_47 </specific>
            <specific name="Level" />
            <specific name="Power Type" > Utility </specific>
            <specific name="_ParentFeature" > ID_FMP_RACIAL_TRAIT_1870 </specific>
         </Power>

         <Power name="Eldritch Blast" >
            <specific name="Flavor" > You fire a bolt of dark, crackling eldritch energy at your foe. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma or Constitution vs. Reflex </specific>
            <specific name="Hit" > 1d10 + Charisma modifier or Constitution modifier damage.Increase damage to 2d10 + Charisma modifier or Constitution modifier at 21st level. </specific>
            <specific name="Special" > At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can&apos;t change it later.	This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_606 </specific>
            <specific name="_BasicAttack" > Ranged </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d10+6 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 16+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d10+5 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 15+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 1d10+4 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 14 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Eyebite" >
            <specific name="Flavor" > You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Charm, Implement, Psychic </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Will </specific>
            <specific name="Hit" > 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.	Level 21: 2d6 + Charisma modifier damage. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_772 </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d6+6 </Damage>
               <DamageType> Psychic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 12+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d6+5 </Damage>
               <DamageType> Psychic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 11+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 1d6+4 </Damage>
               <DamageType> Psychic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 10 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Misty Step" >
            <specific name="Flavor" > You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock Pact Boon 1 </specific>
            <specific name="Keywords" />
            <specific name="Action Type" > Free Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Prerequisite" > Fey Pact </specific>
            <specific name="Trigger" > An enemy under your Warlock&apos;s Curse is reduced to 0 hit points or fewer </specific>
            <specific name="Effect" > You can immediately teleport 3 squares as a free action. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Pact Boon </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_772 </specific>
         </Power>

         <Power name="Warlock&apos;s Curse" >
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Warlock&apos;s Curse  Power </specific>
            <specific name="Keywords" />
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" />
            <specific name="Effect" > Once per turn as a minor action, you can place a Warlock&apos;s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.	A Warlock&apos;s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.	You can place a Warlock&apos;s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can&apos;t place a Warlock&apos;s Curse on a creature that is already affected by your or another character&apos;s Warlock&apos;s Curse.	As you advance in level, your extra damage increases.&lt;table&gt;Level	Warlock&apos;s Curse Extra Damage1st–10th	+1d611th–20th	+2d621st–30th	+3d6&lt;/table&gt; </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_605,ID_FMP_CLASS_FEATURE_1533 </specific>
         </Power>

         <Power name="Witchfire" >
            <specific name="Flavor" > From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy&apos;s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Fire, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. </specific>
            <specific name="	Fey Pact" > The penalty to attack rolls is equal to 2 + your Intelligence modifier. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 2d6+6 </Damage>
               <DamageType> Fire </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 18+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 2d6+5 </Damage>
               <DamageType> Fire </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 17+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 2d6+4 </Damage>
               <DamageType> Fire </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 16 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Fortune&apos;s Reversal" >
            <specific name="Flavor" > With a single word of power, you reverse a creature&apos;s luck, turning fortune and happiness into misfortune and sorrow. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Attack 1 </specific>
            <specific name="Keywords" > Arcane, Implement, Psychic </specific>
            <specific name="Action Type" > Immediate Reaction </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Trigger" > An enemy within 10 squares of you scores a critical hit or saves </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Attack" > Charisma vs. Will </specific>
            <specific name="Hit" > 1d8 + Charisma modifier psychic damage. The target takes a -2 penalty to saving throws and ongoing 5 psychic damage (save ends both). The target cannot save against this power until it takes the ongoing psychic damage at least once. </specific>
            <specific name="	Dark Pact" > The target takes a -3 penalty to saving throws instead of -2. </specific>
            <specific name="	Fey Pact" > The target also takes a -2 penalty to attack rolls while affected by the ongoing psychic damage. </specific>
            <specific name="Miss" > The target takes ongoing 5 psychic damage (save ends). The target cannot save against this power until it takes the ongoing psychic damage at least once. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d8+6 </Damage>
               <DamageType> Psychic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 14+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d8+5 </Damage>
               <DamageType> Psychic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 13+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 1d8+4 </Damage>
               <DamageType> Psychic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 12 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Unseelie Eyes" >
            <specific name="Flavor" > Your eyes take on a golden sheen, and suddenly you can see in the darkness as though it were daylight. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Unseelie Agent Utility 2 </specific>
            <specific name="Keywords" > Arcane, Shadow </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > You gain darkvision until the end of the encounter. Additionally, as a free action, you can cause your eyes to glow, shedding bright light in a 2-square radius. You can end the glow effect as a free action. </specific>
            <specific name="_ThemePower" > ID_FMP_THEME_918 </specific>
            <specific name="Level" > 2 </specific>
            <specific name="Power Type" > Utility </specific>
            <specific name="Prerequisite" > Unseelie Agent </specific>
         </Power>

         <Power name="Otherwind Stride" >
            <specific name="Flavor" > You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Warlock Attack 3 </specific>
            <specific name="Keywords" > Arcane, Implement, Teleportation </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Close burst 1 </specific>
            <specific name="Target" > Each creature in burst </specific>
            <specific name="Attack" > Charisma vs. Fortitude </specific>
            <specific name="Hit" > 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn. </specific>
            <specific name="Effect" > You teleport 5 squares. </specific>
            <specific name="	Fey Pact" > Add your Intelligence modifier to the distance of the teleportation. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 3 </specific>
            <specific name="Power Type" > Attack </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d8+6 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 14+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d8+5 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 13+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 1d8+4 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 12 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Well of Shadows" >
            <specific name="Flavor" > A pool of darkness forms beneath your foes, clinging to them like something alive as they struggle to escape. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="_ChildPower" > ID_FMP_POWER_13884 </specific>
            <specific name="Display" > Warlock Attack 5 </specific>
            <specific name="Keywords" > Arcane, Implement, Necrotic, Shadow, Zone </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Area burst 1 within 10 squares </specific>
            <specific name="Target" > Each creature in the burst </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 1d10 + Charisma modifier necrotic damage, and the target is slowed (save ends). </specific>
            <specific name="Effect" > The burst creates a zone that lasts until the end of the encounter. Until the zone ends, you can use the secondary power at will. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 5 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_3661 </specific>
            <specific name="_Subclasses" > ID_FMP_CLASS_821 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_13884 </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d10+6 </Damage>
               <DamageType> Necrotic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 16+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 1d10+5 </Damage>
               <DamageType> Necrotic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 15+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 1d10+4 </Damage>
               <DamageType> Necrotic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)               </Conditions>
               <CritDamage> 14 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Well of Shadows Secondary Power" >
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" />
            <specific name="Keywords" > Implement, Necrotic, Shadow </specific>
            <specific name="Action Type" > Opportunity Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Requirement" > The power Well of Shadows must be active in order to use this power. </specific>
            <specific name="Trigger" > An enemy enters the zone willingly or ends its turn there. </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 5 + Charisma modifier necrotic damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized and takes ongoing 10 necrotic damage (save ends both). </specific>
            <specific name="_ParentPower" > ID_FMP_POWER_13883 </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 9 </Damage>
               <DamageType> Necrotic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 9+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 9 </Damage>
               <DamageType> Necrotic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 9+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 9 </Damage>
               <DamageType> Necrotic </DamageType>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 9 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Rending Fear of Khirad" >
            <specific name="Flavor" > A pale blue flame springs up from your brow as you incant the apocalypses over which Khirad has burned, thus hoping to frighten your foe into an admission. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Utility 6 </specific>
            <specific name="Keywords" > Arcane, Charm, Fear, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Close touch </specific>
            <specific name="Target" > One helpless intelligent enemy </specific>
            <specific name="Effect" > You demand that the target answer one question. If you share a language, your helpless target provides the answer to the best of its knowledge, without distortion. Each round, ask a new question if your target remains helpless, up to a number of questions equal to 1 + your Charisma modifier. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 6 </specific>
            <specific name="Power Type" > Utility </specific>
         </Power>

         <Power name="Nypacian Serpents" >
            <specific name="Flavor" > You create semblances of the serpents of the Nypacian Outlands to attack an enemy. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Warlock Attack 7 </specific>
            <specific name="Keywords" > Arcane, Implement, Poison </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Reflex </specific>
            <specific name="Hit" > 2d8 + Charisma modifier damage. The first time the target takes damage before the end of your next turn, it takes extra poison damage equal to your Intelligence modifier. </specific>
            <specific name="	Fey Pact" > The poison damage equals twice your Intelligence modifier. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 7 </specific>
            <specific name="Power Type" > Attack </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 2d8+6 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+2 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 22+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 2d8+5 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.
+1 enhancement bonus.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 21+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 2d8+4 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Reflex </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 20 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Storm Countess&apos;s Kiss" >
            <specific name="Flavor" > You sarcastically blow a kiss at your enemy, creating a swirling gale that lifts your foe off the ground and then tosses it aside. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Attack 9 </specific>
            <specific name="Keywords" > Arcane, Cold, Implement </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged 10 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Charisma vs. Fortitude </specific>
            <specific name="Hit" > Charisma modifier cold damage, and the target is held restrained 10 feet (w2 squares) off the ground (save ends). </specific>
            <specific name="	Fey Pact" > The target is held restrained off the ground a number of feet equal to 10 + five times your Intelligence modifier. </specific>
            <specific name="	Aftereffect" > The target falls, and you slide it 2 squares. </specific>
            <specific name="Miss" > You push the target 2 squares, and you knock it prone. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 9 </specific>
            <specific name="Power Type" > Attack </specific>
            <Weapon name="Magic Wand +2" >
               <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="161" legality="rules-legal" />
               <AttackBonus> 11 </AttackBonus>
               <Damage> 4 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+2 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 4+2d6 </CritDamage>
               <CritComponents> +2d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Magic Wand +1" >
               <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="150" legality="rules-legal" />
               <AttackBonus> 10 </AttackBonus>
               <Damage> 4 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.
+1 enhancement bonus.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 4+1d6 </CritDamage>
               <CritComponents> +1d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 9 </AttackBonus>
               <Damage> 4 </Damage>
               <AttackStat> Charisma </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +4 Charisma modifier.
+5 half your level.

               </HitComponents>
               <DamageComponents> +4 Charisma modifier.

               </DamageComponents>
               <Conditions> +1d8 to damage once per turn (Warlock&apos;s Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.               </Conditions>
               <CritDamage> 4 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Warlock&apos;s Leap" >
            <specific name="Flavor" > You leap through the mystic veil into the Feywild. An instant later, you return a short distance away and alight without traveling through the intervening air. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Warlock Utility 10 </specific>
            <specific name="Keywords" > Arcane, Teleportation </specific>
            <specific name="Action Type" > Move Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > You teleport 6 squares. You do not need line of sight to the destination, but if you attempt to teleport to a space you can&apos;t occupy, you don&apos;t move. </specific>
            <specific name="Class" > ID_FMP_CLASS_7 </specific>
            <specific name="Level" > 10 </specific>
            <specific name="Power Type" > Utility </specific>
         </Power>

      </PowerStats>


      <!--
         The character&apos;s companions
      -->
      <Companions>
         <Familiar>
            <Description> A white-eyed crow has stark white eyes, without pupils, but it is not blind. This small black bird sees more than any mortal creature. </Description>
            <Name> White-Eyed Crow </Name>
            <Senses> Darkvision </Senses>
            <Speed> 2, fly 6 (hover) </Speed>
            <ConstantBenefits> * You can&apos;t be surprised. </ConstantBenefits>
            <ActiveBenefits> Fate&apos;s Agent: When you spend an action point to make an attack, you can reroll one missed attack roll against a target of that attack if that target is adjacent to the white-eyed crow. </ActiveBenefits>
         </Familiar>
      </Companions>


      <!--
         The character&apos;s journal entries
      -->
      <Journal>
      </Journal>

   </CharacterSheet>

   <!--
      Level tags are an internal tree of rules elements, see RulesElementTally
      above for the final list of rules elements,  taking into account
      retraining, etc.
   -->
   <Level>
      <RulesElement name="1" type="Level" internal-id="ID_INTERNAL_LEVEL_1" charelem="5" legality="rules-legal" >
         <RulesElement name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" charelem="33" legality="rules-legal" >
            <RulesElement name="SkillRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_SKILLRULES" charelem="20" legality="rules-legal" >
               <RulesElement name="Acrobatics" type="Skill" internal-id="ID_FMP_SKILL_1" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" charelem="34" legality="rules-legal" />
               <RulesElement name="Arcana" type="Skill" internal-id="ID_FMP_SKILL_2" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" charelem="35" legality="rules-legal" />
               <RulesElement name="Bluff" type="Skill" internal-id="ID_FMP_SKILL_3" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" charelem="36" legality="rules-legal" />
               <RulesElement name="Diplomacy" type="Skill" internal-id="ID_FMP_SKILL_6" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" charelem="37" legality="rules-legal" />
               <RulesElement name="Dungeoneering" type="Skill" internal-id="ID_FMP_SKILL_7" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" charelem="38" legality="rules-legal" />
               <RulesElement name="Endurance" type="Skill" internal-id="ID_FMP_SKILL_8" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" charelem="39" legality="rules-legal" />
               <RulesElement name="Heal" type="Skill" internal-id="ID_FMP_SKILL_9" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" charelem="40" legality="rules-legal" />
               <RulesElement name="History" type="Skill" internal-id="ID_FMP_SKILL_11" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" charelem="41" legality="rules-legal" />
               <RulesElement name="Insight" type="Skill" internal-id="ID_FMP_SKILL_13" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" charelem="42" legality="rules-legal" />
               <RulesElement name="Intimidate" type="Skill" internal-id="ID_FMP_SKILL_14" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" charelem="43" legality="rules-legal" />
               <RulesElement name="Nature" type="Skill" internal-id="ID_FMP_SKILL_16" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" charelem="44" legality="rules-legal" />
               <RulesElement name="Perception" type="Skill" internal-id="ID_FMP_SKILL_17" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" charelem="45" legality="rules-legal" />
               <RulesElement name="Religion" type="Skill" internal-id="ID_FMP_SKILL_18" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" charelem="46" legality="rules-legal" />
               <RulesElement name="Stealth" type="Skill" internal-id="ID_FMP_SKILL_20" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" charelem="47" legality="rules-legal" />
               <RulesElement name="Streetwise" type="Skill" internal-id="ID_FMP_SKILL_21" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" charelem="48" legality="rules-legal" />
               <RulesElement name="Thievery" type="Skill" internal-id="ID_FMP_SKILL_23" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" charelem="49" legality="rules-legal" />
               <RulesElement name="Athletics" type="Skill" internal-id="ID_FMP_SKILL_27" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" charelem="50" legality="rules-legal" />
            </RulesElement>
            <RulesElement name="Heroic" type="Tier" internal-id="ID_INTERNAL_TIER_HEROIC" charelem="51" legality="rules-legal" />
            <RulesElement name="Melee Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" charelem="52" legality="rules-legal" />
            <RulesElement name="Ranged Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_RANGED_BASIC_ATTACK" charelem="53" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="DetailsRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_DETAILSRULES" charelem="54" legality="rules-legal" >
            <RulesElement name="female" type="Gender" internal-id="ID_INTERNAL_GENDER_FEMALE" charelem="55" legality="rules-legal" />
            <RulesElement name="Unaligned" type="Alignment" internal-id="ID_FMP_ALIGNMENT_1" charelem="56" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Expansion1" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION1" charelem="57" legality="rules-legal" >
            <RulesElement name="Human - Ancestral Holdings" type="Background" internal-id="ID_FMP_BACKGROUND_132" charelem="58" legality="rules-legal" >
               <RulesElement name="Diplomacy" type="Background Association" internal-id="ID_INTERNAL_BACKGROUND_ASSOCIATION_DIPLOMACY" charelem="59" legality="rules-legal" />
               <RulesElement name="History" type="Background Association" internal-id="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" charelem="60" legality="rules-legal" />
            </RulesElement>
            <RulesElement name="Background Benefit" type="Internal" internal-id="ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT" charelem="61" legality="rules-legal" >
               <RulesElement name="+2 to Diplomacy" type="Background Choice" internal-id="ID_INTERNAL_BACKGROUND_CHOICE_+2_TO_DIPLOMACY" charelem="22" legality="rules-legal" />
            </RulesElement>
            <RulesElement name="" type="" charelem="163" legality="rules-legal" />
            <RulesElement name="" type="" charelem="164" legality="rules-legal" />
            <RulesElement name="" type="" charelem="165" legality="rules-legal" />
            <RulesElement name="" type="" charelem="166" legality="rules-legal" />
            <RulesElement name="" type="" charelem="167" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Expansion2" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION2" charelem="62" legality="rules-legal" >
            <RulesElement name="Unseelie Agent" type="Theme" internal-id="ID_FMP_THEME_918" charelem="63" legality="rules-legal" >
               <RulesElement name="Unseelie Agent Starting Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4206" charelem="64" legality="rules-legal" >
                  <RulesElement name="Create Shadow-Wrought Weapon" type="Power" internal-id="ID_FMP_POWER_15895" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=15895" charelem="65" legality="rules-legal" />
                  <RulesElement name="Unseelie Agent Starting Feature (Scythe)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_UNSEELIE_AGENT_STARTING_FEATURE_(SCYTHE)" charelem="66" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Unseelie Agent Level 5 Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4207" charelem="141" legality="rules-legal" >
                  <RulesElement name="Secret Language" type="Language" internal-id="ID_INTERNAL_LANGUAGE_SECRET_LANGUAGE" charelem="142" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Unseelie Agent Level 10 Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4208" charelem="149" legality="rules-legal" />
            </RulesElement>
         </RulesElement>
         <RulesElement name="Expansion3" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION3" charelem="67" legality="rules-legal" />
         <RulesElement name="Expansion4" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION4" charelem="68" legality="rules-legal" />
         <RulesElement name="Expansion5" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION5" charelem="69" legality="rules-legal" />
         <RulesElement name="Revenant" type="Race" internal-id="ID_FMP_RACE_47" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=47" charelem="28" legality="rules-legal" >
            <RulesElement name="Revenant" type="Grants" internal-id="ID_INTERNAL_GRANTS_REVENANT" charelem="70" legality="rules-legal" >
               <RulesElement name="Medium" type="Size" internal-id="ID_INTERNAL_SIZE_MEDIUM" charelem="71" legality="rules-legal" />
               <RulesElement name="Low-light" type="Vision" internal-id="ID_INTERNAL_VISION_LOW-LIGHT" charelem="72" legality="rules-legal" />
               <RulesElement name="Dark Reaping" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1870" charelem="73" legality="rules-legal" >
                  <RulesElement name="Dark Reaping" type="Power" internal-id="ID_FMP_POWER_8278" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=8278" charelem="74" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Undead" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1866" charelem="75" legality="rules-legal" />
               <RulesElement name="Past life" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1867" charelem="76" legality="rules-legal" >
                  <RulesElement name="Human" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_HUMAN" charelem="77" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Unnatural Vitality" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1868" charelem="78" legality="rules-legal" />
               <RulesElement name="Dexterity" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" charelem="2" legality="rules-legal" />
               <RulesElement name="Common" type="Language" internal-id="ID_FMP_LANGUAGE_1" charelem="29" legality="rules-legal" />
               <RulesElement name="Endurance Bonus" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" charelem="23" legality="rules-legal" />
               <RulesElement name="Intimidate Bonus" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" charelem="26" legality="rules-legal" />
            </RulesElement>
            <RulesElement name="Charisma" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" charelem="3" legality="rules-legal" />
            <RulesElement name="Elven" type="Language" internal-id="ID_FMP_LANGUAGE_4" charelem="30" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Warlock" type="Class" internal-id="ID_FMP_CLASS_7" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=7" charelem="19" legality="rules-legal" >
            <RulesElement name="Warlock" type="Grants" internal-id="ID_INTERNAL_GRANTS_WARLOCK" charelem="79" legality="rules-legal" >
               <RulesElement name="Striker" type="Role" internal-id="ID_FMP_ROLE_3" charelem="80" legality="rules-legal" />
               <RulesElement name="Arcane" type="Power Source" internal-id="ID_FMP_POWER_SOURCE_2" charelem="81" legality="rules-legal" />
               <RulesElement name="Armor Proficiency (Cloth)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" charelem="82" legality="rules-legal" />
               <RulesElement name="Armor Proficiency (Leather)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" charelem="83" legality="rules-legal" />
               <RulesElement name="Simple Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" charelem="84" legality="rules-legal" >
                  <RulesElement name="Weapon Proficiency (Club)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLUB)" charelem="85" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Dagger)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" charelem="86" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Javelin)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(JAVELIN)" charelem="87" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MACE)" charelem="88" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Sickle)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SICKLE)" charelem="89" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPEAR)" charelem="90" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Greatclub)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATCLUB)" charelem="91" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Morningstar)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MORNINGSTAR)" charelem="92" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Quarterstaff)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" charelem="93" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Scythe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCYTHE)" charelem="94" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Spiked gauntlet)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPIKED_GAUNTLET)" charelem="95" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Talid)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TALID)" charelem="96" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Widow&apos;s knife)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WIDOW&apos;S_KNIFE)" charelem="97" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Wrist razors)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WRIST_RAZORS)" charelem="98" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Light mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_MACE)" charelem="99" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Short spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SPEAR)" charelem="100" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Claw Fighter Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLAW_FIGHTER_CLAW)" charelem="101" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Shadowblade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHADOWBLADE)" charelem="102" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Climbing Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLIMBING_CLAW)" charelem="103" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Dragontooth Shield (Heroic Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DRAGONTOOTH_SHIELD_(HEROIC_TIER))" charelem="104" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Fighting Shield (Heroic Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FIGHTING_SHIELD_(HEROIC_TIER))" charelem="105" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Soul Shield (Paragon Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SOUL_SHIELD_(PARAGON_TIER))" charelem="106" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Sun Shield (Paragon Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SUN_SHIELD_(PARAGON_TIER))" charelem="107" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Rod of Seven Parts (Weapon))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(ROD_OF_SEVEN_PARTS_(WEAPON))" charelem="108" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Simple Ranged" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" charelem="109" legality="rules-legal" >
                  <RulesElement name="Weapon Proficiency (Hand crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HAND_CROSSBOW)" charelem="110" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Sling)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SLING)" charelem="111" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CROSSBOW)" charelem="112" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Repeating crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(REPEATING_CROSSBOW)" charelem="113" legality="rules-legal" />
                  <RulesElement name="Weapon Proficiency (Dejada)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DEJADA)" charelem="114" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Eldritch Blast" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_606" charelem="115" legality="rules-legal" >
                  <RulesElement name="Eldritch Blast" type="Power" internal-id="ID_FMP_POWER_1333" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1333" charelem="116" legality="rules-legal" >
                     <RulesElement name="Eldritch Blast Charisma" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_ELDRITCH_BLAST_CHARISMA" charelem="117" legality="rules-legal" />
                  </RulesElement>
               </RulesElement>
               <RulesElement name="Eldritch Pact" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_777" charelem="118" legality="rules-legal" >
                  <RulesElement name="Fey Pact" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_772" charelem="119" legality="rules-legal" >
                     <RulesElement name="Eyebite" type="Power" internal-id="ID_FMP_POWER_1456" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1456" charelem="120" legality="rules-legal" />
                     <RulesElement name="Misty Step" type="Power" internal-id="ID_FMP_POWER_2094" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2094" charelem="121" legality="rules-legal" />
                  </RulesElement>
               </RulesElement>
               <RulesElement name="Prime Shot" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_603" charelem="31" legality="rules-legal" />
               <RulesElement name="Shadow Walk" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_604" charelem="122" legality="rules-legal" />
               <RulesElement name="Warlock&apos;s Curse" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_605" charelem="32" legality="rules-legal" >
                  <RulesElement name="Warlock&apos;s Curse" type="Power" internal-id="ID_FMP_POWER_5597" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5597" charelem="123" legality="rules-legal" />
               </RulesElement>
               <RulesElement name="Warlock Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_WARLOCK_IMPLEMENTS" charelem="124" legality="rules-legal" >
                  <RulesElement name="Implement Proficiency (Rod)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ROD)" charelem="125" legality="rules-legal" />
                  <RulesElement name="Implement Proficiency (Wand)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" charelem="126" legality="rules-legal" />
               </RulesElement>
            </RulesElement>
            <RulesElement name="" type="" charelem="168" legality="rules-legal" />
            <RulesElement name="Arcana" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ARCANA" charelem="21" legality="rules-legal" />
            <RulesElement name="History" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_HISTORY" charelem="24" legality="rules-legal" />
            <RulesElement name="Intimidate" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_INTIMIDATE" charelem="25" legality="rules-legal" />
            <RulesElement name="Streetwise" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_STREETWISE" charelem="27" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Arcane Familiar" type="Feat" internal-id="ID_FMP_FEAT_738" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=738" charelem="127" legality="rules-legal" >
            <RulesElement name="White-Eyed Crow" type="Familiar" internal-id="ID_FMP_FAMILIAR_80" charelem="128" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Witchfire" type="Power" internal-id="ID_FMP_POWER_1459" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1459" charelem="129" legality="rules-legal" />
         <RulesElement name="Fortune&apos;s Reversal" type="Power" internal-id="ID_FMP_POWER_4055" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4055" charelem="130" legality="rules-legal" />
         <RulesElement name="The Raven Queen" type="Deity" internal-id="ID_FMP_DEITY_10" charelem="131" legality="rules-legal" >
            <RulesElement name="Death" type="Domain" internal-id="ID_FMP_DOMAIN_6" charelem="132" legality="rules-legal" />
            <RulesElement name="Fate" type="Domain" internal-id="ID_FMP_DOMAIN_9" charelem="133" legality="rules-legal" />
            <RulesElement name="Winter" type="Domain" internal-id="ID_FMP_DOMAIN_34" charelem="134" legality="rules-legal" />
         </RulesElement>
      </RulesElement>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="169" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Hand crossbow" type="Weapon" internal-id="ID_FMP_WEAPON_36" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3" charelem="170" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Dagger" type="Weapon" internal-id="ID_FMP_WEAPON_3" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3" charelem="171" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Adventurer&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=4" charelem="172" legality="rules-legal" />
      </loot>
      <loot count="5" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Crossbow Bolts" type="Gear" internal-id="ID_FMP_GEAR_15" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=15&amp;ftype=4" charelem="173" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Leather Armor" type="Armor" internal-id="ID_FMP_ARMOR_2" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2&amp;ftype=2" charelem="174" legality="rules-legal" />
      </loot>
   </Level>
   <Level>
      <RulesElement name="2" type="Level" internal-id="ID_INTERNAL_LEVEL_2" charelem="10" legality="rules-legal" >
         <RulesElement name="Killing Curse" type="Feat" internal-id="ID_FMP_FEAT_2764" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2764" charelem="135" legality="rules-legal" />
         <RulesElement name="Unseelie Eyes" type="Power" internal-id="ID_FMP_POWER_15896" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=15896" charelem="136" legality="rules-legal" />
         <RulesElement name="" type="" charelem="175" legality="rules-legal" />
      </RulesElement>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Amulet of Protection +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1047" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1047&amp;ftype=1" charelem="176" legality="rules-legal" />
      </loot>
   </Level>
   <Level>
      <RulesElement name="3" type="Level" internal-id="ID_INTERNAL_LEVEL_3" charelem="11" legality="rules-legal" >
         <RulesElement name="Otherwind Stride" type="Power" internal-id="ID_FMP_POWER_661" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=661" charelem="137" legality="rules-legal" />
         <RulesElement name="" type="" charelem="177" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="4" type="Level" internal-id="ID_INTERNAL_LEVEL_4" charelem="12" legality="rules-legal" >
         <RulesElement name="Brutal Curse" type="Feat" internal-id="ID_FMP_FEAT_2760" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2760" charelem="138" legality="rules-legal" />
         <RulesElement name="Charisma" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_CHARISMA" charelem="4" legality="rules-legal" />
         <RulesElement name="Constitution" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_CONSTITUTION" charelem="1" legality="rules-legal" />
         <RulesElement name="" type="" charelem="178" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="5" type="Level" internal-id="ID_INTERNAL_LEVEL_5" charelem="13" legality="rules-legal" >
         <RulesElement name="Well of Shadows" type="Power" internal-id="ID_FMP_POWER_13883" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13883" charelem="139" legality="rules-legal" >
            <RulesElement name="Well of Shadows Secondary Power" type="Power" internal-id="ID_FMP_POWER_13884" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13884" charelem="140" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="" type="" charelem="179" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="6" type="Level" internal-id="ID_INTERNAL_LEVEL_6" charelem="14" legality="rules-legal" >
         <RulesElement name="Ritual Caster" type="Feat" internal-id="ID_FMP_FEAT_159" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" charelem="143" legality="rules-legal" />
         <RulesElement name="Rending Fear of Khirad" type="Power" internal-id="ID_FMP_POWER_4284" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4284" charelem="144" legality="rules-legal" />
         <RulesElement name="" type="" charelem="180" legality="rules-legal" />
      </RulesElement>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Arcane Mark" type="Ritual" internal-id="ID_FMP_RITUAL_77" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=77" charelem="181" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Brew Potion" type="Ritual" internal-id="ID_FMP_RITUAL_1" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=1" charelem="182" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Gentle Repose" type="Ritual" internal-id="ID_FMP_RITUAL_47" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=47" charelem="183" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Silence" type="Ritual" internal-id="ID_FMP_RITUAL_58" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=58" charelem="184" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Leather Armor" type="Armor" internal-id="ID_FMP_ARMOR_2" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2&amp;ftype=2" charelem="185" legality="rules-legal" />
         <RulesElement name="Magic Armor +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_611" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=611&amp;ftype=1" charelem="186" legality="rules-legal" />
      </loot>
      <loot count="-1" equip-count="-1" ShowPowerCard="1" >
         <RulesElement name="Leather Armor" type="Armor" internal-id="ID_FMP_ARMOR_2" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2&amp;ftype=2" charelem="187" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Scythe" type="Weapon" internal-id="ID_FMP_WEAPON_11" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=11&amp;ftype=3" charelem="188" legality="rules-legal" />
      </loot>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Magic Wand +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_952" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=952&amp;ftype=1" charelem="189" legality="rules-legal" />
      </loot>
      <loot count="0" equip-count="0" ShowPowerCard="1" >
         <RulesElement name="Hand crossbow" type="Weapon" internal-id="ID_FMP_WEAPON_36" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3" charelem="190" legality="rules-legal" />
      </loot>
      <loot count="0" equip-count="-1" ShowPowerCard="1" >
         <RulesElement name="Magic Wand +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_951" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=951&amp;ftype=1" charelem="191" legality="rules-legal" />
      </loot>
   </Level>
   <Level>
      <RulesElement name="7" type="Level" internal-id="ID_INTERNAL_LEVEL_7" charelem="15" legality="rules-legal" >
         <RulesElement name="Nypacian Serpents" type="Power" internal-id="ID_FMP_POWER_4095" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4095" charelem="145" legality="rules-legal" />
         <RulesElement name="" type="" charelem="192" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="8" type="Level" internal-id="ID_INTERNAL_LEVEL_8" charelem="16" legality="rules-legal" >
         <RulesElement name="Battle Caster Defense" type="Feat" internal-id="ID_FMP_FEAT_2565" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2565" charelem="6" legality="rules-legal" />
         <RulesElement name="" type="" charelem="193" legality="rules-legal" />
         <RulesElement name="" type="" charelem="194" legality="rules-legal" />
         <RulesElement name="" type="" charelem="195" legality="rules-legal" />
      </RulesElement>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Goblin Stompers" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3338" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3338&amp;ftype=1" charelem="196" legality="rules-legal" />
      </loot>
   </Level>
   <Level>
      <RulesElement name="9" type="Level" internal-id="ID_INTERNAL_LEVEL_9" charelem="17" legality="rules-legal" >
         <RulesElement name="Storm Countess&apos;s Kiss" type="Power" internal-id="ID_FMP_POWER_4109" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4109" charelem="146" legality="rules-legal" />
         <RulesElement name="" type="" charelem="197" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="10" type="Level" internal-id="ID_INTERNAL_LEVEL_10" charelem="18" legality="rules-legal" >
         <RulesElement name="Warlock&apos;s Sight" type="Feat" internal-id="ID_FMP_FEAT_2767" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2767" charelem="147" legality="rules-legal" />
         <RulesElement name="Warlock&apos;s Leap" type="Power" internal-id="ID_FMP_POWER_662" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=662" charelem="148" legality="rules-legal" />
         <RulesElement name="" type="" charelem="198" legality="rules-legal" />
      </RulesElement>
   </Level>


   <!--
      Textstrings are builder variables and contain entered text data, such
      as character names, as well as internal data
   -->
   <textstring name="_PER_LEVEL_1_Carried Money" >
      29 gp
   </textstring>
   <textstring name="_PER_LEVEL_1_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_1_Residuum" >
      0
   </textstring>
   <textstring name="CampaignSettingID" >
      &lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-16&quot;?&gt;&lt;ContentIdentifier xmlns:i=&quot;http://www.w3.org/2001/XMLSchema-instance&quot; xmlns=&quot;http://schemas.datacontract.org/2004/07/WotC.ContentVault&quot;&gt;&lt;ContentID&gt;2&lt;/ContentID&gt;&lt;Official&gt;true&lt;/Official&gt;&lt;OfficialTypeID i:nil=&quot;true&quot; /&gt;&lt;ScratchID i:nil=&quot;true&quot; /&gt;&lt;TypeID&gt;1&lt;/TypeID&gt;&lt;/ContentIdentifier&gt;
   </textstring>
   <textstring name="PortraitID" >
      &lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-16&quot;?&gt;&lt;ContentIdentifier xmlns:i=&quot;http://www.w3.org/2001/XMLSchema-instance&quot; xmlns=&quot;http://schemas.datacontract.org/2004/07/WotC.ContentVault&quot;&gt;&lt;ContentID&gt;10800206&lt;/ContentID&gt;&lt;Official&gt;true&lt;/Official&gt;&lt;OfficialTypeID i:nil=&quot;true&quot; /&gt;&lt;ScratchID i:nil=&quot;true&quot; /&gt;&lt;TypeID&gt;2&lt;/TypeID&gt;&lt;/ContentIdentifier&gt;
   </textstring>
   <textstring name="PortraitExplicitlySet" >
      True
   </textstring>
   <textstring name="_Portrait_Position_" >
      0 0 1 1
   </textstring>
   <textstring name="Custom Character Portrait" >
      
   </textstring>
   <textstring name="Height" >
      5&apos;
   </textstring>
   <textstring name="Weight" >
      120 lbs
   </textstring>
   <textstring name="Age" >
      22
   </textstring>
   <textstring name="name" >
      Kailey DeCorvia
   </textstring>
   <textstring name="Character Save File" >
      C:\Windows\TEMP\tmpAC7A.tmp
   </textstring>
   <textstring name="_ItemsShowOnPowerCards_" >
      Scythe
   </textstring>
   <textstring name="_INTERNAL_MainHandWeapon" >
      Magic Wand +2
   </textstring>
   <textstring name="Player Name" >
      Kaefaux
   </textstring>
   <textstring name="Experience Points" >
      20500
   </textstring>
   <textstring name="_PER_LEVEL_2_Carried Money" >
      29 gp
   </textstring>
   <textstring name="_PER_LEVEL_2_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_2_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_3_Carried Money" >
      29 gp
   </textstring>
   <textstring name="_PER_LEVEL_3_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_3_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_4_Carried Money" >
      29 gp
   </textstring>
   <textstring name="_PER_LEVEL_4_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_4_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_5_Carried Money" >
      29 gp
   </textstring>
   <textstring name="_PER_LEVEL_5_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_5_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_6_Carried Money" >
      2 pp; 43 gp; 2 sp
   </textstring>
   <textstring name="_PER_LEVEL_6_Stored Money" >
      0 gp
   </textstring>
   <textstring name="_PER_LEVEL_6_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_7_Carried Money" >
      2 pp; 43 gp; 2 sp
   </textstring>
   <textstring name="_PER_LEVEL_7_Stored Money" >
      0 gp
   </textstring>
   <textstring name="_PER_LEVEL_7_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_8_Carried Money" >
      2 pp; 43 gp; 2 sp
   </textstring>
   <textstring name="_PER_LEVEL_8_Stored Money" >
      0 gp
   </textstring>
   <textstring name="_PER_LEVEL_8_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_9_Carried Money" >
      2 pp; 43 gp; 2 sp
   </textstring>
   <textstring name="_PER_LEVEL_9_Stored Money" >
      0 gp
   </textstring>
   <textstring name="_PER_LEVEL_9_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_10_Carried Money" >
      2 pp; 43 gp; 2 sp
   </textstring>
   <textstring name="_PER_LEVEL_10_Stored Money" >
      0 gp
   </textstring>
   <textstring name="_PER_LEVEL_10_Residuum" >
      0
   </textstring>


</D20Character>
