Detereted

Description:

<d20character>
<!—
Dungeons and Dragons Insider: Character Builder character save file
—>

<charactersheet> <details> <name> deteretted </name> <level> 6 </level> <player> </player> <height> </height> <weight> </weight> <gender> </gender> <age> 27 </age> <alignment> </alignment> <company> </company> <portrait> </portrait> <experience> 7500 </experience> <carriedmoney> gp </carriedmoney> <storedmoney> </storedmoney> <traits> </traits> <appearance> </appearance> <companions> </companions> <notes> </notes> </details> <!— Base ability scores (see stats of same name for final adjusted score) —> <abilityscores> <strength /> <constitution /> <dexterity /> <intelligence /> <wisdom /> <charisma /> </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> <alias name=“Strength” /> <alias name=“STR” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Constitution” /> <alias name=“con” /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Dexterity” /> <alias name=“DEX” /> <statadd /> </stat> <stat> <alias name=“Intelligence” /> <alias name=“INT” /> <statadd /> </stat> <stat> <alias name=“Wisdom” /> <alias name=“WIS” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Charisma” /> <alias name=“CHA” /> <statadd /> </stat> <stat> <alias name=“Strength modifier” /> <statadd /> </stat> <stat> <alias name=“Dexterity modifier” /> <statadd /> </stat> <stat> <alias name=“Constitution modifier” /> <statadd /> </stat> <stat> <alias name=“Intelligence modifier” /> <statadd /> </stat> <stat> <alias name=“Wisdom modifier” /> <statadd /> </stat> <stat> <alias name=“Charisma modifier” /> <statadd /> </stat> <stat> <alias name=“AC” /> <alias name=“Armor Class” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Fortitude Defense” /> <alias name=“Fortitude” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Reflex Defense” /> <alias name=“Reflex” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Will Defense” /> <alias name=“Will” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Death Saves Count” /> <statadd /> </stat> <stat> <alias name=“Level” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Hit Points” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“_LEVEL-ONE-HPS” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Healing Surges” /> <statadd /> <statadd /> </stat> <stat> <alias name=“HALF-LEVEL” /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Fortitude Defense Class Bonus” /> <statadd /> </stat> <stat> <alias name=“Reflex Defense Class Bonus” /> </stat> <stat> <alias name=“Will Defense Class Bonus” /> <statadd /> </stat> <stat> <alias name=“Initiative” /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Initiative Misc” /> </stat> <stat> <alias name=“Ring Slots” /> <statadd /> </stat> <stat> <alias name=“_BaseActionPoints” /> <statadd /> </stat> <stat> <alias name=“XP Needed” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Acrobatics” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Acrobatics Trained” /> </stat> <stat> <alias name=“Acrobatics Misc” /> </stat> <stat> <alias name=“Armor Penalty” /> </stat> <stat> <alias name=“Arcana” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Arcana Trained” /> </stat> <stat> <alias name=“Arcana Misc” /> </stat> <stat> <alias name=“Bluff” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Bluff Trained” /> </stat> <stat> <alias name=“Bluff Misc” /> </stat> <stat> <alias name=“Diplomacy” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Diplomacy Trained” /> </stat> <stat> <alias name=“Diplomacy Misc” /> </stat> <stat> <alias name=“Dungeoneering” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Dungeoneering Trained” /> </stat> <stat> <alias name=“Dungeoneering Misc” /> </stat> <stat> <alias name=“Endurance” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Endurance Trained” /> <statadd /> </stat> <stat> <alias name=“Endurance Misc” /> </stat> <stat> <alias name=“Heal” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Heal Trained” /> </stat> <stat> <alias name=“Heal Misc” /> </stat> <stat> <alias name=“History” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“History Trained” /> </stat> <stat> <alias name=“History Misc” /> </stat> <stat> <alias name=“Insight” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Insight Trained” /> </stat> <stat> <alias name=“Insight Misc” /> </stat> <stat> <alias name=“Intimidate” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Intimidate Trained” /> <statadd /> </stat> <stat> <alias name=“Intimidate Misc” /> <statadd /> </stat> <stat> <alias name=“Nature” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Nature Trained” /> </stat> <stat> <alias name=“Nature Misc” /> <statadd /> </stat> <stat> <alias name=“Perception” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Perception Trained” /> </stat> <stat> <alias name=“Perception Misc” /> <statadd /> </stat> <stat> <alias name=“Religion” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Religion Trained” /> </stat> <stat> <alias name=“Religion Misc” /> </stat> <stat> <alias name=“Stealth” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Stealth Trained” /> </stat> <stat> <alias name=“Stealth Misc” /> <statadd /> </stat> <stat> <alias name=“Streetwise” /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Streetwise Trained” /> </stat> <stat> <alias name=“Streetwise Misc” /> </stat> <stat> <alias name=“Thievery” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Thievery Trained” /> </stat> <stat> <alias name=“Thievery Misc” /> </stat> <stat> <alias name=“Athletics” /> <statadd /> <statadd /> <statadd /> <statadd /> <statadd /> </stat> <stat> <alias name=“Athletics Trained” /> <statadd /> </stat> <stat> <alias name=“Athletics Misc” /> </stat> <stat> <alias name=“Passive Perception” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Passive Insight” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Speed” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Average Height” /> <statadd /> </stat> <stat> <alias name=“Average Weight” /> <statadd /> </stat> <stat> <alias name=“Size” /> <statadd /> </stat> <stat> <alias name=“Language Count” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Hybrid Healing Surges” /> <statadd /> <statadd /> </stat> <stat> <alias name=“_CLASSNAME” /> <statadd /> <statadd /> </stat> <stat> <alias name=“_PER-LEVEL-HPS” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Saving Throws” /> <statadd /> <statadd /> </stat> <stat> <alias name=“Power Points” /> <statadd /> </stat> <stat> <alias name=“Hybrid Power Points” /> <statadd /> </stat> <stat> <alias name=“Weight” /> <statadd /> </stat> <stat> <alias name=“attack rolls” /> <statadd /> </stat> <stat> <alias name=“Armor Enhancement Bonus” /> <statadd /> </stat> </statblock> <!— The list of all rules elements the character has, after taking into account retraining, multiclass power swapping, etc. —> <ruleselementtally> <ruleselement name="1"> <specific name=“XP Needed”> 1000 </specific> </ruleselement> <ruleselement name="Level1Rules"> </ruleselement> <ruleselement name="SkillRules"> </ruleselement> <ruleselement name="Acrobatics"> <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'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">
<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">
<specific name=“Key Ability”> Charisma </specific>
Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what'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">
<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">
<specific name=“Key Ability”> Wisdom </specific>
The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one'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">
<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">
<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">
<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">
<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'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">
<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't intimidate adventurers.)
</ruleselement>
<ruleselement name="Nature">
<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">
<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">
<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">
<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">
<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's going on, who the movers and shakers are, where to get the best deals, and where the dangers are.
</ruleselement>
<ruleselement name="Thievery">
<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">
<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">
</ruleselement>
<ruleselement 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>
</ruleselement>
<ruleselement 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>
</ruleselement>
<ruleselement name="DetailsRules">
</ruleselement>
<ruleselement name="male">
</ruleselement>
<ruleselement name="Unaligned">
Unaligned creatures don't actively seek to harm others or wish them ill. But such creatures also don'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't undecided about alignment. Rather, they'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">
</ruleselement>
<ruleselement name="Awakened">
<specific name="Type"> Birth </specific>
<specific name=“Common Knowledge”> Your birth was unremarkable. You were healthy and seemingly normal. Your parents or caretakers quickly noticed, however, that something was amiss. Your newborn eyes gleamed with awareness, the first sign that you possessed the intellect of a full-grown adult. You learned to speak within hours, and you started walking as soon as your muscles could support your weight. You proved to be a prodigy in nearly every discipline.
Your awakened mind gave you advantages over your peers, but your incredible intelligence proved disconcerting to youngsters and adults alike. Did you try to fit in, or did you abandon your peers' petty concerns and embrace your destiny? How have your childhood experiences influenced your interactions with others? What advantages did you gain from your early development? What events from that time still haunt you? </specific>
<specific name="Campaign"> General </specific>
<specific name=“Associated Skills”> Bluff, Intimidate </specific>
</ruleselement>
<ruleselement name="Bluff">
</ruleselement>
<ruleselement name="Intimidate">
</ruleselement>
<ruleselement name=“Background Benefit”>
</ruleselement>
<ruleselement name=“+2 to Intimidate”>
Gain a +2 bonus to Intimidate checks.
</ruleselement>
<ruleselement name="Expansion2">
</ruleselement>
<ruleselement name="Expansion3">
</ruleselement>
<ruleselement name="Expansion4">
</ruleselement>
<ruleselement name="Expansion5">
</ruleselement>
<ruleselement name="Wilden">
<specific name="Flavor"> Nature's guardians—hunters and destroyers, keepers of ancient knowledge </specific>
<specific name="Size"> Medium </specific>
<specific name="Speed"> 6 squares </specific>
<specific name="Characteristics"> Accepting, ambitious, contradictory, curious, driven, enigmatic, intolerant, measured, savage, violent </specific>
<specific name=“Physical Qualities”> Wilden are fey creatures with plantlike characteristics. Their bones are hardwood, and their supple, barklike skin trails into viny tendrils and a cloak of leaves, which drapes across the back.
Within each wilden lies nature's spirit, and all can manifest this spirit in different forms called aspects. Each aspect triggers a physical transformation, reflecting the purpose for which the wilden were created. A wilden in the aspect of the ancients has eyes and leaves of stark white. In the aspect of the destroyer, jagged spurs break through the wilden's skin, and his or her eyes darken to a lustrous black. The hunter's aspect camouflages a wilden's body with alternating green and brown patterns, while his or her eyes take on a bright emerald color.
As wilden age, their bodies move through the seasons. Young wilden are like trees in spring, filled with life and vigor, their bodies a rich green hue. In the summer phase, a wilden's body is brown or tan, having reached its full size and stature, while its cloak of leaves remains vibrant green. Wilden in the autumn phase undergo a profound change, their skin darkening as their leaves turn color to fiery reds, yellows, and oranges. Finally, the winter phase heralds the end of a wilden's life, as the body grows thinner and the wilden's leaves wither and fall. A typical wilden lives more than a century. </specific>
<specific name="Playing"> The wilden are a race in its infancy. Wilden believe that they awoke to meet a threat moving across the Feywild and into the world: the rising power of the Far Realm and its incursions into the rest of the known universe, in the form of aberrant creatures.
Central to wilden existence are nature's three aspects: the keeper of ancient secrets, the destroyer, and the hunter. As keepers of ancient secrets, wilden act as stewards, preserving the land against any who would defile it. The destroyer aspect is nature's fury incarnate—the destruction embodied by hurricanes, tornadoes, and lightning strikes. Finally, the aspect of the hunter seeks out and eradicates aberrant corruption, containing the taint of aberration before it can spread.
Individuality has no place in a wilden's life. Male and female wilden display differences in personality and appearance, but all wilden regard themselves as being parts of a greater whole. When speaking of themselves, wilden tend to speak in the plural, using “we” instead of “I.”
As a new people, the wilden lack any grudges toward other races, or indeed any history of interaction with other races. Most wilden are curious, eager to learn about other societies, beliefs, and cultures. Wilden might adopt the values of other races as their own, informing their outlooks based on those of the races they interact with the most.
Wilden experience dramatic shifts in personality when they assume their aspects. They become introspective, thoughtful, and cautious when in the aspect of the ancients, aggressive in the aspect of the destroyer, and secretive and withdrawn while in the aspect of the hunter. Wilden learn to control these tendencies over time, but the transformation can be jarring to those around them.
Even as wilden shape their beliefs through exposure to other cultures, they maintain that their purpose is to secure the Feywild and the natural world from harm. Wilden who worship gods venerate deities who cherish nature, such as Corellon, Melora, and Sehanine. Wilden also honor the primal spirits.
The wilden have no kingdoms or even cities, but they regard all of nature as their home. Where they do congregate, they gather in small communities where the borders between the Feywild and the natural world are thinnest. The wilden live in harmony with nature, so even in these settlements, it is difficult to distinguish where the wilderness leaves off and the community begins. </specific>
<specific name="Vision"> Low-light </specific>
<specific name=“Average Height”> 5'6"-5'9" </specific>
<specific name=“Average Weight”> 140-170 lb. </specific>
<specific name=“Ability Scores”> +2 Wisdom, +2 Constitution or +2 Dexterity </specific>
<specific name="Languages"> Common, Elven </specific>
<specific name=“Skill Bonuses”> +2 Nature, +2 Stealth </specific>
<specific name=“Short Description”> Born of the Feywild, wilden strive to preserve the land against growing corruption. </specific>
<specific name=“Male Names”> Banmarden, Durmindin, Fiddenmar, Kettenbar, Midnorten, Rodmennar, Vennerzad </specific>
<specific name=“Female Names”> Dannamai, Ennimbel, Kalkennash, Nementah, Shallahai, Tellorda, Zazenna </specific>
<specific name=“Racial Traits”> ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_1538, ID_FMP_RACIAL_TRAIT_1539 </specific>
The wilden emerged from the unspoiled reaches, ancient bogs, and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land, they strive to restore the natural order and to purge aberrant horror from the world.

Play a Wilden if you want …
• to embody nature's ability to right its own course.
• to adapt to the challenges you face by altering your essential nature.
• to be a member of a race that favors the battlemind, druid, invoker, and shaman classes.
</ruleselement>
<ruleselement name="Wilden">
<specific name="_SupportsID"> ID_FMP_RACE_44 </specific>
</ruleselement>
<ruleselement name="Medium">
</ruleselement>
<ruleselement name=“Low-light”>
</ruleselement>
<ruleselement name=“Fey Origin”>
<specific name=“Short Description”> Your origin is fey, not natural </specific>
<specific name="Level"> 1 </specific>
<specific name="_Tags"> Essentials </specific>
<specific name="Class"> ID_FMP_RACE_62 </specific>
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
</ruleselement>
<ruleselement name="Fey">
</ruleselement>
<ruleselement name=“Hardy Form”>
<specific name=“Short Description”> Choose Fortitude, Reflex, or Will defense. You gain a 1 racial bonus to your chosen defense. </specific>
<specific name="Level"> 1 </specific>
<specific name="Class"> ID_FMP_RACE_44 </specific>
Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense.
</ruleselement>
<ruleselement name=“Hardy Form Reflex”>
<specific name="_SupportsID"> ID_FMP_RACIAL_TRAIT_1538 </specific>
You gain a +1 racial bonus to Reflex.
</ruleselement>
<ruleselement name=“Nature&apos;s Aspect”>
<specific name=“Short Description”> Choose after an extended rest. </specific>
<specific name="Level"> 1 </specific>
<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_1540, ID_FMP_RACIAL_TRAIT_1541, ID_FMP_RACIAL_TRAIT_1542 </specific>
<specific name="Powers"> ID_FMP_POWER_7441,ID_FMP_POWER_7442,ID_FMP_POWER_7443 </specific>
<specific name="Type"> Encounter </specific>
<specific name="Class"> ID_FMP_RACE_44 </specific>
Whenever you complete an extended rest, choose one of the following aspects of nature.
</ruleselement>
<ruleselement name=“Aspect of the Ancients”>
<specific name=“Short Description”> Gain voyage of the ancients power. </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_7441 </specific>
You can use the voyage of the ancients power while you are in this aspect.
</ruleselement>
<ruleselement name=“Voyage of the Ancients”>
<specific name="Flavor"> Using the cover of your assault, you vanish and leave a bewildered foe in your wake. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Wilden Racial Power </specific>
<specific name="Keywords"> Teleportation </specific>
<specific name=“Action Type”> Free Action </specific>
<specific name=“Attack Type”> Personal </specific>
<specific name="Trigger"> You hit an enemy with a close or area attack </specific>
<specific name="Effect"> You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn. </specific>
<specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1539 </specific>
<specific name="Class"> ID_FMP_RACE_44 </specific>
</ruleselement>
<ruleselement name=“Aspect of the Destroyer”>
<specific name=“Short Description”> Gain wrath of the destroyer power. </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_7442 </specific>
You can use the wrath of the destroyer power while you are in this aspect.
</ruleselement>
<ruleselement name=“Wrath of the Destroyer”>
<specific name="Flavor"> The destroyer aspect responds with deadly force to an attack, taking your battered enemy aback with your savagery. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Wilden Racial Power </specific>
<specific name=“Keywords” />
<specific name=“Action Type”> Immediate Reaction </specific>
<specific name=“Attack Type”> Personal </specific>
<specific name="Trigger"> A bloodied enemy attacks you or your ally adjacent to you </specific>
<specific name="Effect"> You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn. </specific>
<specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1539 </specific>
<specific name="Class"> ID_FMP_RACE_44 </specific>
</ruleselement>
<ruleselement name=“Aspect of the Hunter”>
<specific name=“Short Description”> Gain pursuit of the hunter power. </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_7443 </specific>
You can use the pursuit of the hunter power while you are in this aspect.
</ruleselement>
<ruleselement name=“Pursuit of the Hunter”>
<specific name="Flavor"> Your prey tries to maneuver away, but there is no escape. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Wilden Racial Power </specific>
<specific name=“Keywords” />
<specific name=“Action Type”> Immediate Reaction </specific>
<specific name=“Attack Type”> Personal </specific>
<specific name="Trigger"> An enemy within 2 squares of you moves on its turn </specific>
<specific name="Effect"> You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don't take the –2 penalty to attack rolls for attacking it when it has cover or concealment. </specific>
<specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1539 </specific>
<specific name="Class"> ID_FMP_RACE_44 </specific>
</ruleselement>
<ruleselement name="Wisdom">
</ruleselement>
<ruleselement name="Common">
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
</ruleselement>
<ruleselement name="Elven">
Elven is a debased form of Supernal, in the way that elves heard the first language.
</ruleselement>
<ruleselement name=“Nature Bonus”>
<specific name="_CS_ShortDescription"> @ </specific>
Gain a +2 racial bonus to Nature.
</ruleselement>
<ruleselement name=“Stealth Bonus”>
<specific name="_CS_ShortDescription"> @ </specific>
Gain a +2 racial bonus to Stealth.
</ruleselement>
<ruleselement name="Constitution">
</ruleselement>
<ruleselement name="Hybrid">
<specific name=“Short Description”> You combine elements of two distinct classes into a brand-new class of your own. </specific>
The hybrid character rules allow you to combine elements of two character classes into a whole. Effectively, you create a brand-new class from portions of two classes. Like the multiclass feats introduced in the Player's Handbook, these rules let you reflect a more varied array of character abilities than traditional classes do. Whether you're doing this to reflect your character's elaborate backstory, to combine different mechanical elements to create a potent new combination, or to fill out a group that needs just a little something extra, the end result is the same: Your hybrid character gives up depth of ability in exchange for greater flexibility.
</ruleselement>
<ruleselement name=“Hybrid Fighter”>
<specific name=“Key Abilities”> Strength, Dexterity, Wisdom, Constitution </specific>
<specific name=“Armor Proficiencies”> Cloth, leather, hide, chainmail, scale; heavy shields, light shields </specific>
<specific name=“Weapon Proficiencies”> Simple melee, military melee, simple ranged, military ranged </specific>
<specific name=“Bonus to Defense”> +1 Fortitude </specific>
<specific name=“Hit Points at 1st Level”> 7.5
Constitution Score </specific>
<specific name=“Hit Points per Level Gained”> 3 </specific>
<specific name=“Healing Surges”> 4.5 </specific>
<specific name=“Class Skills”> Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha) </specific>
<specific name="_PARSED_CLASS_FEATURE"> Combat Challenge (Hybrid) </specific>
<specific name="Role"> Defender. </specific>
<specific name=“Power Source”> Martial. </specific>
<specific name="Supplemental"> Suggested Combinations

A fighter/paladin draws on two different flavors of tenacity and resilience to create a single defender.

By adding hybrid warlord to hybrid fighter, you can dabble in either tactical genius or inspirational brilliance without giving up melee prowess.

If you're looking to add some nonmelee attacks to your hybrid fighter, consider the hybrid invoker. You don't give up much AC (particularly if you are going to wield a two-handed weapon), and it doesn't hurt for a fighter to have a high Wisdom score. </specific>
<specific name="_RoleElement"> ID_FMP_ROLE_4 </specific>
<specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_1 </specific>
<specific name=“Hybrid Talent Options”> Combat Specialty, Fighter Armor Proficiency, Fighter Combat Talent. </specific>
<specific name=“Short Description”> You define the front line of combat, crushing foes in melee while protecting your allies. </specific>
<specific name="_BaseClass"> ID_FMP_CLASS_3 </specific>
You call on your martial training to guard allies and strike down enemies, and because of your hybrid training, you have tricks up your sleeve that your enemies don't expect.

Many hybrid fighters learned their martial talents in a military or a mercenary organization, but these experiences typically represent only a portion of the character's background. Perhaps your character has moved on from military service to a new area of expertise, or maybe you have taken up the sword as part of a new direction in your life after months or years of other studies.

As a hybrid fighter, you protect your comrades as any other defender does: with durability, martial prowess, and battlefield control. However, you give up some of the fighter's talent with weapons, and you can't mark enemies with all your powers.
</ruleselement>
<ruleselement name=“Hybrid Fighter”>
<specific name="_SupportsID"> ID_FMP_HYBRID_CLASS_353 </specific>
</ruleselement>
<ruleselement name="Fighter">
<specific name="_SupportsID"> ID_FMP_CLASS_3 </specific>
You count as a fighter for meeting prerequisites.
</ruleselement>
<ruleselement name="Defender">
Defenders have the highest defenses in the game and good close-up offense. They are the party's front-line combatants; wherever they're standing, that's where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or ignore them in battle.
</ruleselement>
<ruleselement name="Martial">
Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their own strength and willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant fighters, rangers, rogues, and warlords, among others, their power. Martial powers are called exploits.
</ruleselement>
<ruleselement name=“Simple Melee”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Club)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Dagger)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Javelin)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Mace)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Sickle)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Spear)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Greatclub)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Morningstar)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Quarterstaff)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Scythe)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Spiked gauntlet)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Talid)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Widow&apos;s knife)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Wrist razors)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Light mace)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Short spear)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Claw Fighter Claw)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Shadowblade)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Climbing Claw)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Dragontooth Shield (Heroic Tier))”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Fighting Shield (Heroic Tier))”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Soul Shield (Paragon Tier))”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Sun Shield (Paragon Tier))”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Rod of Seven Parts (Weapon))”>
</ruleselement>
<ruleselement name=“Military Melee”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Battleaxe)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Handaxe)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Flail)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Throwing hammer)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Warhammer)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (War Pick)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Scimitar)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Longsword)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Short sword)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Greataxe)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Heavy flail)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Glaive)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Halberd)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Maul)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Longspear)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Greatsword)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Rapier)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Falchion)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Broadsword)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Khopesh)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Light war pick)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Scourge)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Trident)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Heavy war pick)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Alhulak)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Carrikal)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Trikal)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Blade of Winter&apos;s Mourning)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Blade of Annihilation)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Starshadow Blade)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Sword of the White Well)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Scourge of Exquisite Agony)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Lance)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Pike)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Feral Armor Claw)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Blade of Chaos)”>
</ruleselement>
<ruleselement name=“Simple Ranged”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Hand crossbow)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Sling)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Crossbow)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Repeating crossbow)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Dejada)”>
</ruleselement>
<ruleselement name=“Military Ranged”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Shortbow)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Longbow)”>
</ruleselement>
<ruleselement name=“Weapon Proficiency (Chatkcha)”>
</ruleselement>
<ruleselement name=“Combat Challenge (Hybrid)”>
<specific name=“Short Description”> Mark targets you attack with fighter powers and gain Combat Challenge </specific>
<specific name="Level"> 1 </specific>
<specific name="Powers"> ID_FMP_POWER_7419 </specific>
<specific name="Type"> At-Will </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_7419 </specific>
Every time you attack an enemy with your fighter powers or your fighter paragon path powers, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, you gain the Combat Challenge power.
</ruleselement>
<ruleselement name=“Combat Challenge”>
<specific name=“Power Usage”> At-Will </specific>
<specific name="Display"> Fighter Attack </specific>
<specific name="Keywords"> Martial, Weapon </specific>
<specific name=“Action Type”> Immediate Interrupt </specific>
<specific name=“Attack Type”> Melee </specific>
<specific name="Effect"> Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name=“Level” />
<specific name=“Power Type”> Attack </specific>
<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_54,ID_FMP_CLASS_FEATURE_1528 </specific>
</ruleselement>
<ruleselement name=“Combat Challenge”>
</ruleselement>
<ruleselement name=“Hybrid Fighter Implements”>
<specific name="_SupportsID"> ID_FMP_HYBRID_CLASS_353 </specific>
</ruleselement>
<ruleselement name=“Hybrid Battlemind”>
<specific name=“Key Abilities”> Constitution, Wisdom, Charisma </specific>
<specific name=“Armor Proficiencies”> Cloth, leather, hide, chainmail, scale; heavy shields, light shields </specific>
<specific name=“Weapon Proficiencies”> Simple melee, military melee, simple ranged </specific>
<specific name=“Bonus to Defense”> 1 Will </specific>
<specific name=“Hit Points at 1st Level”> 7.5
Constitution Score </specific>
<specific name=“Hit Points per Level Gained”> 3 </specific>
<specific name=“Healing Surges”> 4.5 </specific>
<specific name=“Class Skills”> Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha) </specific>
<specific name="_PARSED_CLASS_FEATURE"> Psionic Augmentation (Hybrid), Psionic Defense (Hybrid) </specific>
<specific name="Role"> Defender. </specific>
<specific name=“Power Source”> Psionic. </specific>
<specific name="Supplemental"> Suggested Combinations
The battlemind/fighter has plenty of durability, but you'll need to assign high scores to both Strength and Constitution, with Wisdom as your third-best score.

The ardent/battlemind also needs two high scores—Constitution and Charisma—but can manage without a third good score. This combination also gives you the full array of power points for your augmentable powers.

A battlemind/warlock can get away with only one high ability score (Constitution), and Charisma makes a great secondary score for both classes. Unfortunately, you're a little fragile for a defender, so either shore up those defenses or find a tough ally to stand next to. </specific>
<specific name="_RoleElement"> ID_FMP_ROLE_4 </specific>
<specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_5 </specific>
<specific name=“Hybrid Talent Options”> Battlemind Armor Proficiency, Psionic Study (Hybrid). </specific>
<specific name=“Short Description”> A hardy warrior, you use psionic power to transform yourself into a living weapon. </specific>
<specific name="_BaseClass"> ID_FMP_CLASS_124 </specific>
When you start with a sturdy mind and body, you can add almost any other set of talents to achieve a strong whole—or so you like to tell yourself.

What led you to add another class's abilities to your own mental and physical perfection as a battlemind? Do you secretly believe your psionic talents to be unreliable, at least compared to a strong blade or a reliance on other forms of magic? Or have you only recently discovered your psionic capabilities?

As a hybrid battlemind, you give up some battlefield control and psionic tricks in order to add another class's features and powers to your arsenal.
</ruleselement>
<ruleselement name=“Hybrid Battlemind”>
<specific name="_SupportsID"> ID_FMP_HYBRID_CLASS_590 </specific>
</ruleselement>
<ruleselement name="Battlemind">
<specific name="_SupportsID"> ID_FMP_CLASS_124 </specific>
You count as a battlemind for meeting prerequisites.
</ruleselement>
<ruleselement name=“Psionic First Class”>
</ruleselement>
<ruleselement name="Psionic">
</ruleselement>
<ruleselement name=“Armor Proficiency (Cloth)”>
</ruleselement>
<ruleselement name=“Armor Proficiency (Leather)”>
</ruleselement>
<ruleselement name=“Armor Proficiency (Hide)”>
</ruleselement>
<ruleselement name=“Armor Proficiency (Chainmail)”>
</ruleselement>
<ruleselement name=“Armor Proficiency (Scale)”>
</ruleselement>
<ruleselement name=“Shield Proficiency (Heavy)”>
</ruleselement>
<ruleselement name=“Shield Proficiency (Light)”>
</ruleselement>
<ruleselement name=“Psionic Augmentation (Hybrid)”>
<specific name="Level"> 1 </specific>
This class feature functions as the class feature, except that your power point total varies depending on your selection of powers. See “Psionic Augmentation and Hybrid Characters” in the glossary to determine the number of power points you have.
</ruleselement>
<ruleselement name=“Psionic Augmentation Decider”>
</ruleselement>
<ruleselement name=“Psionic Augmentation”>
</ruleselement>
<ruleselement name=“Psionic Defense (Hybrid)”>
<specific name=“Short Description”> Gain either blurred step or mind spike </specific>
<specific name="Level"> 1 </specific>
<specific name="Powers"> ID_FMP_POWER_10439,ID_FMP_POWER_10440 </specific>
<specific name="Type"> At-Will </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_10438 </specific>
This class feature functions as the battlemind class feature, except that you must choose either blurred step or mind spike.
</ruleselement>
<ruleselement name=“Battlemind&apos;s Demand”>
<specific name="Flavor"> You draw your foe's concentration, taunting the foe to strike at you. </specific>
<specific name=“Power Usage”> At-Will </specific>
<specific name="Display"> Battlemind Feature </specific>
<specific name="Keywords"> Augmentable, Psionic </specific>
<specific name=“Action Type”> Minor Action </specific>
<specific name=“Attack Type”> Close burst 3 </specific>
<specific name="Target"> One creature in the burst </specific>
<specific name="Effect"> You mark the target until you use this power again or until the end of the encounter. </specific>
<specific name="Augment"> 1 </specific>
<specific name=" Target"> One or two creatures in the burst </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name=“Level” />
<specific name=“Power Type”> Feature </specific>
<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_764 </specific>
<specific name="_AugmentVersions"> ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_0),ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_1) </specific>
</ruleselement>
<ruleselement name=“Mind Spike”>
<specific name="Flavor"> You force your enemy to feel the pain that it inflicts on your friend. </specific>
<specific name=“Power Usage”> At-Will </specific>
<specific name="Display"> Battlemind Feature </specific>
<specific name="Keywords"> Force, Psionic, Psychic </specific>
<specific name=“Action Type”> Immediate Reaction </specific>
<specific name=“Attack Type”> Melee 1 </specific>
<specific name="Trigger"> An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target </specific>
<specific name="Target"> The triggering enemy </specific>
<specific name="Effect"> The target takes force and psychic damage equal to the damage that its attack dealt to your ally. </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name=“Level” />
<specific name=“Power Type”> Feature </specific>
<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_764,ID_FMP_CLASS_FEATURE_2411 </specific>
</ruleselement>
<ruleselement name=“Psionic Defense”>
</ruleselement>
<ruleselement name=“Hybrid Battlemind Implements”>
<specific name="_SupportsID"> ID_FMP_HYBRID_CLASS_590 </specific>
</ruleselement>
<ruleselement name="Cleave">
<specific name="Flavor"> You hit one enemy, then cleave into another. </specific>
<specific name=“Power Usage”> At-Will </specific>
<specific name="Display"> Fighter Attack 1 </specific>
<specific name="Keywords"> Martial, Weapon </specific>
<specific name=“Action Type”> Standard Action </specific>
<specific name=“Attack Type”> Melee weapon </specific>
<specific name="Targets"> One creature </specific>
<specific name="Attack"> Strength vs. AC </specific>
<specific name="Hit"> 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier.
Level 21: 2[W] + Strength modifier damage. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="Level"> 1 </specific>
<specific name=“Power Type”> Attack </specific>
<specific name=“_Associated Feats”> ID_FMP_FEAT_977, ID_FMP_FEAT_987, ID_FMP_FEAT_993, ID_FMP_FEAT_2356, ID_FMP_FEAT_2714, ID_FMP_FEAT_3188 </specific>
When faced with great numbers, such as when you're fighting goblins, kobolds, and other lesser creatures, it's often best to sweep them aside with your mighty strikes. Cleave lets you bash through one enemy and sink your weapon into another.
</ruleselement>
<ruleselement name="Athletics">
</ruleselement>
<ruleselement name="Intimidate">
</ruleselement>
<ruleselement name="Endurance">
</ruleselement>
<ruleselement name=“Plant&apos;s Sap”>
<specific name="Flavor"> Your body is sustained by a thick, sap-like fluid instead of regular blood. You draw sustenance from water and sunlight, and you rest by rooting to the ground or to a spot. Your sap doesn't flow as freely as blood, making you resistant to cuts and bruises. </specific>
<specific name=“Short Description”> Ignore need for food, gain extended rest in 4 hours, +2 to saving throws for ongoing damage </specific>
<specific name="Tier"> Heroic </specific>
You do not need to eat. You also do not need to sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
In addition, you gain a +2 feat bonus to saving throws against ongoing damage.
</ruleselement>
<ruleselement name=“Villain&apos;s Menace”>
<specific name="Flavor"> Choosing a worthy foe, you wound it with a strong initial attack, and then continue to harry it for the rest of the battle. </specific>
<specific name=“Power Usage”> Daily </specific>
<specific name="Display"> Fighter Attack 1 </specific>
<specific name="Keywords"> Martial, 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"> 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. </specific>
<specific name="Miss"> You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="Level"> 1 </specific>
<specific name=“Power Type”> Attack </specific>
It doesn't take long for a weaponmaster to identify the biggest threats on the battlefield. When you spot an enemy deserving of your attention, you identify its weaknesses. Villain's menace helps you focus your strikes where they can be most effective against a challenging opponent.
</ruleselement>
<ruleselement name=“Psionic Augmentation (Hybrid)”>
</ruleselement>
<ruleselement name=“No Encounter Powers”>
</ruleselement>
<ruleselement name=“No Level 1 Encounter Power”>
</ruleselement>
<ruleselement name=“Hybrid Power Point Option”>
<specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_2340 </specific>
When you choose the hybrid power point option, you gain a number of power points based on the levels of the augmentable at-will attack powers that you have.
</ruleselement>
<ruleselement name=“Hybrid Power Points”>
<specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_2340 </specific>
</ruleselement>
<ruleselement name="2">
<specific name=“XP Needed”> 1250 </specific>
</ruleselement>
<ruleselement name=“Hybrid Talent”>
<specific name="Tier"> Heroic </specific>
<specific name=“Short Description”> Gain a hybrid talent option for one of your hybrid class entries </specific>
<specific name="Special"> You gain this feat at 11th level if you don't take a paragon path. If you gain this feat twice, you can't use it to choose an option that you already have. </specific>
You gain a hybrid talent option for one of your hybrid class entries.
</ruleselement>
<ruleselement name=“Psionic Study (Hybrid)”>
<specific name=“Short Description”> Battlemind may pick the speed of thought or battle resilience power </specific>
<specific name="Level"> 1 </specific>
<specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_2527, ID_FMP_CLASS_FEATURE_2528, ID_FMP_CLASS_FEATURE_2663 </specific>
Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict the best position for launching an attack.
Choose one of these options.
</ruleselement>
<ruleselement name=“Speed of Thought (Hybrid)”>
<specific name=“Short Description”> Battlemind gets the speed of thought class power. </specific>
<specific name="Level"> 1 </specific>
<specific name="Powers"> ID_FMP_POWER_10441 </specific>
<specific name="Type"> Encounter </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_10441 </specific>
You gain the speed of thought power, which allows you to be always ready for a fight.
</ruleselement>
<ruleselement name=“Speed of Thought”>
<specific name="Flavor"> You move in the blink of an eye, reaching your foes before they can draw their weapons. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Battlemind Feature </specific>
<specific name="Keywords"> Psionic </specific>
<specific name=“Action Type”> Free Action </specific>
<specific name=“Attack Type”> Personal </specific>
<specific name="Trigger"> You roll initiative </specific>
<specific name="Effect"> You move a number of squares equal to 3 + your Charisma modifier. </specific>
<specific name="Special"> You can use this power even if you're surprised. </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name=“Level” />
<specific name=“Power Type”> Feature </specific>
<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_765,ID_FMP_CLASS_FEATURE_2528 </specific>
</ruleselement>
<ruleselement name=“Speed of Thought”>
</ruleselement>
<ruleselement name=“Psionic Study”>
</ruleselement>
<ruleselement name=“Glowering Threat”>
<specific name="Flavor"> Your intimidating presence distracts your enemies as they attempt to attack your allies. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Fighter Utility 2 </specific>
<specific name="Keywords"> Martial </specific>
<specific name=“Action Type”> Minor Action </specific>
<specific name=“Attack Type”> Close burst 2 </specific>
<specific name="Prerequisite"> You must have training in Intimidate. </specific>
<specific name="Target"> Each enemy in the burst </specific>
<specific name="Effect"> Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="Level"> 2 </specific>
<specific name=“Power Type”> Utility </specific>
<specific name="_Tags"> Essentials </specific>
<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3003 </specific>
<specific name="_Subclasses"> ID_FMP_CLASS_713 </specific>
Some foes respond only to brute force. Others can be distracted by a well-timed threat. You have learned how to draw attention to yourself through combat skill and threatening displays. By drawing your enemies' wrath upon yourself, you hope to give your allies a moment's respite.
</ruleselement>
<ruleselement name="3">
<specific name=“XP Needed”> 1500 </specific>
</ruleselement>
<ruleselement name=“Bull Charge”>
<specific name="Flavor"> You run into your enemy, taking a brutal swing. Your force knocks your enemy backward and to the ground, allowing you to step forward. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Fighter Attack 3 </specific>
<specific name="Keywords"> Invigorating, Martial, Weapon </specific>
<specific name=“Action Type”> Standard Action </specific>
<specific name=“Attack Type”> Melee weapon </specific>
<specific name="Target"> One creature </specific>
<specific name=“Primary Attack”> Strength vs. Fortitude </specific>
<specific name="Hit"> 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target. </specific>
<specific name=" Secondary Attack"> Strength vs. Fortitude </specific>
<specific name=" Hit"> You knock the target prone. </specific>
<specific name="Special"> When charging, you can use this power in place of a melee basic attack. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="Level"> 3 </specific>
<specific name=“Power Type”> Attack </specific>
</ruleselement>
<ruleselement name=“Mind Snare”>
<specific name="Flavor"> Your attack addles your foe, causing it to focus on you instead of on your friend. With a little more effort, you can force your enemy to focus solely on you. </specific>
<specific name=“Power Usage”> At-Will </specific>
<specific name="Display"> Battlemind Attack 3 </specific>
<specific name="Keywords"> Augmentable, Psionic, 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"> Constitution vs. AC </specific>
<specific name="Hit"> 1[W] + Constitution modifier damage, and one ally within 5 squares of you becomes invisible to the target until the target is adjacent to him or her or until the end of your next turn. </specific>
<specific name="Augment"> 1 </specific>
<specific name=" Hit"> As above, but the invisibility isn't ended by the target being adjacent to the ally. </specific>
<specific name="Augment"> 1 </specific>
<specific name=" Hit"> As above, but the invisibility isn't ended by the target being adjacent to the ally. </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name="Level"> 3 </specific>
<specific name=“Power Type”> Attack </specific>
<specific name="_AugmentVersions"> ID_INTERNAL_POWER_MIND_SNARE_(AUGMENT_0),ID_INTERNAL_POWER_MIND_SNARE_(AUGMENT_1),ID_INTERNAL_POWER_MIND_SNARE_(AUGMENT_2) </specific>
</ruleselement>
<ruleselement name="4">
<specific name=“XP Needed”> 1750 </specific>
</ruleselement>
<ruleselement name=“Sickening Finish”>
<specific name="Tier"> Heroic </specific>
<specific name=“Short Description”> Drop foe to gain +1 to defenses </specific>
Whenever you reduce an enemy to 0 hit points, you gain a +1 feat bonus to all defenses until the end of your next turn.
</ruleselement>
<ruleselement name="Constitution">
</ruleselement>
<ruleselement name="Strength">
</ruleselement>
<ruleselement name="5">
<specific name=“XP Needed”> 2000 </specific>
</ruleselement>
<ruleselement name=“Nightmare Vortex”>
<specific name="Flavor"> You generate a vortex of nightmares around yourself that engulfs the minds of your enemies, forcing your foes to move away from imagined attacks. </specific>
<specific name=“Power Usage”> Daily </specific>
<specific name="Display"> Battlemind Attack 5 </specific>
<specific name="Keywords"> Fear, Psionic, Weapon </specific>
<specific name=“Action Type”> Standard Action </specific>
<specific name=“Attack Type”> Close burst 1 </specific>
<specific name="Target"> Each enemy you can see in the burst </specific>
<specific name="Attack"> Constitution vs. AC </specific>
<specific name="Hit"> 1[W] + Constitution modifier damage, and you slide the target 1 square. </specific>
<specific name="Miss"> Half damage. </specific>
<specific name="Effect"> Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action. </specific>
<specific name="Class"> ID_FMP_CLASS_124 </specific>
<specific name="Level"> 5 </specific>
<specific name=“Power Type”> Attack </specific>
</ruleselement>
<ruleselement name="6">
<specific name=“XP Needed”> 2500 </specific>
</ruleselement>
<ruleselement name="Alertness">
<specific name="Flavor"> The hair on the back of your neck might stand up, or perhaps your keenly honed senses detect an otherwise imperceptible change in your environment. Whatever the case, you're always ready for trouble. </specific>
<specific name=“Short Description”> Cannot be surprised, +2 to Perception </specific>
<specific name="_Tags"> Essentials </specific>
<specific name="Tier"> Heroic </specific>
You cannot be surprised.
Also, you gain a +2 feat bonus to Perception checks.
</ruleselement>
<ruleselement name=“Everybody Move”>
<specific name="Flavor"> You inspire terror in your enemies. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="_SkillPower"> ID_FMP_SKILL_14 </specific>
<specific name=“Power Type”> Utility </specific>
<specific name="Level"> 6 </specific>
<specific name="Display"> Intimidate Utility 6 </specific>
<specific name="Keywords"> Fear </specific>
<specific name=“Action Type”> Minor Action </specific>
<specific name=“Attack Type”> Close blast 3 </specific>
<specific name="Target"> Each enemy in the blast </specific>
<specific name="Effect"> You push each target 1 square, but not into hindering terrain. </specific>
<specific name="Prerequisite"> You must be trained in Intimidate. </specific>
</ruleselement>
<ruleselement name="7">
<specific name=“XP Needed”> 3000 </specific>
</ruleselement>
<ruleselement name=“Bludgeoning Vise”>
<specific name="Flavor"> Your weapon crunches down on your enemy's skull. You then drive your fist into your foe's face. </specific>
<specific name=“Power Usage”> Encounter </specific>
<specific name="Display"> Fighter Attack 7 </specific>
<specific name="Keywords"> Martial, Weapon </specific>
<specific name=“Action Type”> Standard Action </specific>
<specific name=“Attack Type”> Melee weapon </specific>
<specific name="Requirement"> You must have a hand free. </specific>
<specific name="Target"> One creature </specific>
<specific name=“Primary Attack”> Strength vs. AC </specific>
<specific name="Hit"> 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. Make a secondary attack against the target. </specific>
<specific name=" Secondary Attack"> Strength vs. Fortitude (unarmed) </specific>
<specific name=" Hit"> 1[W] damage, and you knock the target prone. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="Level"> 7 </specific>
<specific name=“Power Type”> Attack </specific>
<specific name=“_Associated Feats”> ID_FMP_FEAT_1318 </specific>
</ruleselement>
</ruleselementtally>

<!— The tally of the character's loot —> <loottally> <loot> <ruleselement name="Spear"> <specific name=“Full Text”> Spear

Simple one-handed melee weapon
Cost: 5 gp
Damage: 1d8
Proficient: +2
Weight: 6 lb.

Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.).

Group:
Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.). </specific>
<specific name="Weight"> 6 </specific>
<specific name="Gold"> 5 </specific>
<specific name="Damage"> 1d8 </specific>
<specific name=“Proficiency Bonus”> 2 </specific>
<specific name=“Weapon Category”> Simple Melee </specific>
<specific name=“Hands Required”> One-Handed </specific>
<specific name=“Item Slot”> One-hand </specific>
<specific name="Group"> Spear </specific>
<specific name="Properties"> Versatile </specific>
</ruleselement>
</loot>
<loot>
<ruleselement name="Dejada">
<specific name=“Full Text”> Dejada
Simple one-handed ranged weapon
Cost: 10 gp
Damage: 1d8
Proficient: +2
Range: 10/20
Weight: 2 lb.

A long, scooped basket fitted to a glovelike bracer, the dejada is used to hurl projectiles. Ammunition can be a fist-sized stone, but the weapon is also used to extend the range of explosive alchemical mixtures.

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:
Sling (Slings are leather straps used to hurl stones or metal pellets. They are projectile weapons.). </specific>
<specific name="Weight"> 2 </specific>
<specific name="Gold"> 10 </specific>
<specific name="Range"> 10/20 </specific>
<specific name="Damage"> 1d8 </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"> Sling </specific>
<specific name="Properties"> Load Free </specific>
A long, scooped basket fitted to a glovelike bracer, the dejada is used to hurl projectiles. Ammunition can be a fist-sized stone, but the weapon is also used to extend the range of explosive alchemical mixtures.
</ruleselement>
</loot>
<loot>
<ruleselement name=“Adventurer&apos;s Kit”>
<specific name=“Full Text”> Adventurer'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' 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' worth of trail rations, 50 feet of hempen rope, and a waterskin.
</ruleselement>
</loot>
<loot>
<ruleselement name=“Leather Armor”>
<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.
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.
</ruleselement>
</loot>
<loot>
<ruleselement name=“Ring of Dragons”>
<specific name="Flavor"> This simple brass ring looks like a dragon circling to bite its own tail. </specific>
<specific name="Level"> 7 </specific>
<specific name="Gold"> 2600 </specific>
<specific name=“Magic Item Type”> Ring </specific>
<specific name=“Item Slot”> Ring </specific>
<specific name="_Rarity"> Rare </specific>
<specific name="_Bonus"> +0 </specific>
<specific name=“_AssociatedMonsters” />
<specific name="Property"> You can speak, read, and write Draconic. </specific>
<specific name="Property"> You can speak, read, and write Draconic. </specific>
<specific name="Power"> Power * Daily (Free Action)
Effect: Evil dragons within a day's travel know the direction and distance to the ring for 24 hours. </specific>
<specific name="Power"> Power * Daily (Free Action)
Effect: Evil dragons within a day's travel know the direction and distance to the ring for 24 hours. </specific>
</ruleselement>
</loot>
<loot>
<ruleselement name="Greatsword">
<specific name=“Full Text”> Greatsword
Military two-handed melee weapon
Cost: 30 gp
Damage: 1d10
Proficient: +3
Weight: 8 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"> 8 </specific>
<specific name="Gold"> 30 </specific>
<specific name="Damage"> 1d10 </specific>
<specific name=“Proficiency Bonus”> 3 </specific>
<specific name=“Weapon Category”> Military Melee </specific>
<specific name=“Hands Required”> Two-Handed </specific>
<specific name=“Item Slot”> Two-Hands </specific>
<specific name="Group"> Heavy Blade </specific>
</ruleselement>
<ruleselement name=“Devilblind Weapon +2”>
<specific name="Flavor"> This weapon gleams with holy energy that devils find intensely painful. </specific>
<specific name="Level"> 7 </specific>
<specific name="Gold"> 2600 </specific>
<specific name=“Magic Item Type”> Weapon </specific>
<specific name="Critical"> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </specific>
<specific name="_Rarity"> Uncommon </specific>
<specific name="_Bonus"> +2 </specific>
<specific name="_Enhancement"> Attack rolls and damage rolls </specific>
<specific name=“_AssociatedMonsters” />
<specific name="Weapon"> Any </specific>
<specific name="_MagicItemTemplate"> ID_FMP_MAGIC_ITEM_TEMPLATE_147434 </specific>
<specific name="Property"> You gain a bonus to saving throws against the attacks of devils equal to the enhancement bonus of the weapon. </specific>
<specific name="Power"> Power (Radiant) * Daily (Free Action)
Use this power when you hit a devil with the weapon. The target takes an extra 1d8 radiant damage and is blinded (save ends). </specific>
<specific name="Enhancement"> +2 attack rolls and damage rolls </specific>
</ruleselement>
</loot>
<loot>
<ruleselement name=“Drakescale Armor”>
<specific name=“Full Text”> Drakescale Armor
Description: Drakescale armor mimics the small, close scales of rage drakes to stave off attacks.
AC Bonus: +8
Minimum Enhancement Value: +2
Speed: -1
Weight: 45 lb.
Cost: Special
Type: Scale </specific>
<specific name="Weight"> 45 </specific>
<specific name=“Armor Bonus”> 8 </specific>
<specific name=“Minimum Enhancement Bonus”> 2 </specific>
<specific name="Check"> – </specific>
<specific name="Speed"> -1 </specific>
<specific name="Gold"> 1800 </specific>
<specific name=“Armor Type”> Heavy </specific>
<specific name=“Item Slot”> Body </specific>
<specific name=“Armor Category”> Scale </specific>
Drakescale armor mimics the small, close scales of rage drakes to stave off attacks.
</ruleselement>
<ruleselement name=“Summoned Armor +2”>
<specific name="Flavor"> One need never worry about being caught unarmored while possessing this extraordinary armor. </specific>
<specific name="Level"> 6 </specific>
<specific name="Gold"> 1800 </specific>
<specific name=“Magic Item Type”> Armor </specific>
<specific name="_Rarity"> Uncommon </specific>
<specific name="_Bonus"> +2 </specific>
<specific name="_Enhancement"> AC </specific>
<specific name=“_AssociatedMonsters” />
<specific name="Armor"> Any </specific>
<specific name="_MagicItemTemplate"> ID_FMP_MAGIC_ITEM_TEMPLATE_149073 </specific>
<specific name="Power"> Power * (Minor Action)
You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. </specific>
<specific name="Enhancement"> +2 AC </specific>
</ruleselement>
</loot>
<loot>
<ruleselement name=“Cape of the Mountebank +1”>
<specific name="Flavor"> With a flourish of this silk-hemmed garment, you transport out of harm's way. </specific>
<specific name="Level"> 5 </specific>
<specific name="Gold"> 1000 </specific>
<specific name=“Magic Item Type”> Neck Slot Item </specific>
<specific name=“Item Slot”> Neck </specific>
<specific name="_Rarity"> Uncommon </specific>
<specific name="_Bonus"> +1 </specific>
<specific name="_Enhancement"> Fortitude, Reflex, and Will </specific>
<specific name=“_AssociatedMonsters” />
<specific name="_MagicItemTemplate"> ID_FMP_MAGIC_ITEM_TEMPLATE_147187 </specific>
<specific name="Power"> Power (Teleportation) * Daily (Immediate Reaction Action)
Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn. </specific>
<specific name="Enhancement"> +1 Fortitude, Reflex, and Will </specific>
</ruleselement>
</loot>
<loot>
<ruleselement name=“Scale Armor”>
<specific name=“Full Text”> Scale Armor
Description: Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
AC Bonus: +7
Speed: -1
Weight: 45 lb.
Cost: 45 gp.
Type: Scale </specific>
<specific name="Weight"> 45 </specific>
<specific name=“Armor Bonus”> 7 </specific>
<specific name="Check"> – </specific>
<specific name="Speed"> -1 </specific>
<specific name="Gold"> 45 </specific>
<specific name="_BaseACPlus1"> 7 </specific>
<specific name="_BaseACPlus2"> 8 </specific>
<specific name="_BaseACPlus3"> 9 </specific>
<specific name="_BaseACPlus4"> 10 </specific>
<specific name="_BaseACPlus5"> 11 </specific>
<specific name="_BaseACPlus6"> 13 </specific>
<specific name=“Armor Type”> Heavy </specific>
<specific name=“Item Slot”> Body </specific>
<specific name=“Armor Category”> Scale </specific>
Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
</ruleselement>
</loot>
<loot>
<ruleselement name="Greatsword">
<specific name=“Full Text”> Greatsword
Military two-handed melee weapon
Cost: 30 gp
Damage: 1d10
Proficient: +3
Weight: 8 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"> 8 </specific>
<specific name="Gold"> 30 </specific>
<specific name="Damage"> 1d10 </specific>
<specific name=“Proficiency Bonus”> 3 </specific>
<specific name=“Weapon Category”> Military Melee </specific>
<specific name=“Hands Required”> Two-Handed </specific>
<specific name=“Item Slot”> Two-Hands </specific>
<specific name="Group"> Heavy Blade </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=“Devilblind Greatsword +2”> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> <attackbonus> 12 </attackbonus> <damage> 1d10+6 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 16+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 9 </attackbonus> <damage> 1d8+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 12 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 10 </attackbonus> <damage> 1d10+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 14 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 7 </attackbonus> <damage> 1d4+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 8 </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="Dejada"> <ruleselement name=“Dejada” /> <attackbonus> 7 </attackbonus> <damage> 1d8+2 </damage> <attackstat> Dexterity </attackstat> <defense> AC </defense> <hitcomponents> +2 Dexterity modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +2 Dexterity modifier. </damagecomponents> <critdamage> 10 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 5 </attackbonus> <damage> 1d4+2 </damage> <attackstat> Dexterity </attackstat> <defense> AC </defense> <hitcomponents> +2 Dexterity modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +2 Dexterity modifier. </damagecomponents> <critdamage> 6 </critdamage> <critrange> 20 </critrange> </weapon> </power> <power name=“Voyage of the Ancients”> <specific name="Flavor"> Using the cover of your assault, you vanish and leave a bewildered foe in your wake. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Wilden Racial Power </specific> <specific name="Keywords"> Teleportation </specific> <specific name=“Action Type”> Free Action </specific> <specific name=“Attack Type”> Personal </specific> <specific name="Trigger"> You hit an enemy with a close or area attack </specific> <specific name="Effect"> You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn. </specific> <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1539 </specific> <specific name="Class"> ID_FMP_RACE_44 </specific> </power> <power name=“Wrath of the Destroyer”> <specific name="Flavor"> The destroyer aspect responds with deadly force to an attack, taking your battered enemy aback with your savagery. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Wilden Racial Power </specific> <specific name=“Keywords” /> <specific name=“Action Type”> Immediate Reaction </specific> <specific name=“Attack Type”> Personal </specific> <specific name="Trigger"> A bloodied enemy attacks you or your ally adjacent to you </specific> <specific name="Effect"> You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn. </specific> <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1539 </specific> <specific name="Class"> ID_FMP_RACE_44 </specific> </power> <power name=“Pursuit of the Hunter”> <specific name="Flavor"> Your prey tries to maneuver away, but there is no escape. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Wilden Racial Power </specific> <specific name=“Keywords” /> <specific name=“Action Type”> Immediate Reaction </specific> <specific name=“Attack Type”> Personal </specific> <specific name="Trigger"> An enemy within 2 squares of you moves on its turn </specific> <specific name="Effect"> You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don't take the ‚Äì2 penalty to attack rolls for attacking it when it has cover or concealment. </specific> <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1539 </specific> <specific name="Class"> ID_FMP_RACE_44 </specific> </power> <power name=“Combat Challenge”> <specific name=“Power Usage”> At-Will </specific> <specific name="Display"> Fighter Attack </specific> <specific name="Keywords"> Martial, Weapon </specific> <specific name=“Action Type”> Immediate Interrupt </specific> <specific name=“Attack Type”> Melee </specific> <specific name="Effect"> Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy. </specific> <specific name="Class"> ID_FMP_CLASS_3 </specific> <specific name=“Level” /> <specific name=“Power Type”> Attack </specific> <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_54,ID_FMP_CLASS_FEATURE_1528 </specific> </power> <power name=“Battlemind&apos;s Demand”> <specific name="Flavor"> You draw your foe's concentration, taunting the foe to strike at you. </specific> <specific name=“Power Usage”> At-Will </specific> <specific name="Display"> Battlemind Feature </specific> <specific name="Keywords"> Augmentable, Psionic </specific> <specific name=“Action Type”> Minor Action </specific> <specific name=“Attack Type”> Close burst 3 </specific> <specific name="Target"> One creature in the burst </specific> <specific name="Effect"> You mark the target until you use this power again or until the end of the encounter. </specific> <specific name="Augment"> 1 </specific> <specific name=" Target"> One or two creatures in the burst </specific> <specific name="Class"> ID_FMP_CLASS_124 </specific> <specific name=“Level” /> <specific name=“Power Type”> Feature </specific> <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_764 </specific> <specific name="_AugmentVersions"> ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_0),ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_1) </specific> </power> <power name=“Mind Spike”> <specific name="Flavor"> You force your enemy to feel the pain that it inflicts on your friend. </specific> <specific name=“Power Usage”> At-Will </specific> <specific name="Display"> Battlemind Feature </specific> <specific name="Keywords"> Force, Psionic, Psychic </specific> <specific name=“Action Type”> Immediate Reaction </specific> <specific name=“Attack Type”> Melee 1 </specific> <specific name="Trigger"> An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target </specific> <specific name="Target"> The triggering enemy </specific> <specific name="Effect"> The target takes force and psychic damage equal to the damage that its attack dealt to your ally. </specific> <specific name="Class"> ID_FMP_CLASS_124 </specific> <specific name=“Level” /> <specific name=“Power Type”> Feature </specific> <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_764,ID_FMP_CLASS_FEATURE_2411 </specific> </power> <power name="Cleave"> <specific name="Flavor"> You hit one enemy, then cleave into another. </specific> <specific name=“Power Usage”> At-Will </specific> <specific name="Display"> Fighter Attack 1 </specific> <specific name="Keywords"> Martial, Weapon </specific> <specific name=“Action Type”> Standard Action </specific> <specific name=“Attack Type”> Melee weapon </specific> <specific name="Targets"> One creature </specific> <specific name="Attack"> Strength vs. AC </specific> <specific name="Hit"> 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier.

Level 21: 2[W] + Strength modifier damage. </specific>
<specific name="Class"> ID_FMP_CLASS_3 </specific>
<specific name="Level"> 1 </specific>
<specific name=“Power Type”> Attack </specific>
<specific name=“_Associated Feats”> ID_FMP_FEAT_977, ID_FMP_FEAT_987, ID_FMP_FEAT_993, ID_FMP_FEAT_2356, ID_FMP_FEAT_2714, ID_FMP_FEAT_3188 </specific>
<weapon name=“Devilblind Greatsword +2”>
<ruleselement name=“Greatsword” />
<ruleselement name=“Devilblind Weapon +2” />
<attackbonus> 12 </attackbonus>
<damage> 1d10+6 </damage>
<attackstat> Strength </attackstat>
<defense> AC </defense>
<hitcomponents> +4 Strength modifier.
+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 16+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 9 </attackbonus> <damage> 1d8+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 12 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 10 </attackbonus> <damage> 1d10+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 14 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 7 </attackbonus> <damage> 1d4+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 8 </critdamage> <critrange> 20 </critrange> </weapon> </power> <power name=“Villain&apos;s Menace”> <specific name="Flavor"> Choosing a worthy foe, you wound it with a strong initial attack, and then continue to harry it for the rest of the battle. </specific> <specific name=“Power Usage”> Daily </specific> <specific name="Display"> Fighter Attack 1 </specific> <specific name="Keywords"> Martial, 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"> 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. </specific> <specific name="Miss"> You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. </specific> <specific name="Class"> ID_FMP_CLASS_3 </specific> <specific name="Level"> 1 </specific> <specific name=“Power Type”> Attack </specific> <weapon name=“Devilblind Greatsword +2”> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> <attackbonus> 12 </attackbonus> <damage> 2d10+6 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 26+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 9 </attackbonus> <damage> 2d8+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 20 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 10 </attackbonus> <damage> 2d10+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 24 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 7 </attackbonus> <damage> 2d4+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 12 </critdamage> <critrange> 20 </critrange> </weapon> </power> <power name=“Speed of Thought”> <specific name="Flavor"> You move in the blink of an eye, reaching your foes before they can draw their weapons. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Battlemind Feature </specific> <specific name="Keywords"> Psionic </specific> <specific name=“Action Type”> Free Action </specific> <specific name=“Attack Type”> Personal </specific> <specific name="Trigger"> You roll initiative </specific> <specific name="Effect"> You move a number of squares equal to 3 + your Charisma modifier. </specific> <specific name="Special"> You can use this power even if you're surprised. </specific> <specific name="Class"> ID_FMP_CLASS_124 </specific> <specific name=“Level” /> <specific name=“Power Type”> Feature </specific> <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_765,ID_FMP_CLASS_FEATURE_2528 </specific> </power> <power name=“Glowering Threat”> <specific name="Flavor"> Your intimidating presence distracts your enemies as they attempt to attack your allies. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Fighter Utility 2 </specific> <specific name="Keywords"> Martial </specific> <specific name=“Action Type”> Minor Action </specific> <specific name=“Attack Type”> Close burst 2 </specific> <specific name="Prerequisite"> You must have training in Intimidate. </specific> <specific name="Target"> Each enemy in the burst </specific> <specific name="Effect"> Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you. </specific> <specific name="Class"> ID_FMP_CLASS_3 </specific> <specific name="Level"> 2 </specific> <specific name=“Power Type”> Utility </specific> <specific name="_Tags"> Essentials </specific> <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3003 </specific> <specific name="_Subclasses"> ID_FMP_CLASS_713 </specific> </power> <power name=“Bull Charge”> <specific name="Flavor"> You run into your enemy, taking a brutal swing. Your force knocks your enemy backward and to the ground, allowing you to step forward. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Fighter Attack 3 </specific> <specific name="Keywords"> Invigorating, Martial, Weapon </specific> <specific name=“Action Type”> Standard Action </specific> <specific name=“Attack Type”> Melee weapon </specific> <specific name="Target"> One creature </specific> <specific name=“Primary Attack”> Strength vs. Fortitude </specific> <specific name="Hit"> 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target. </specific> <specific name=" Secondary Attack"> Strength vs. Fortitude </specific> <specific name=" Hit"> You knock the target prone. </specific> <specific name="Special"> When charging, you can use this power in place of a melee basic attack. </specific> <specific name="Class"> ID_FMP_CLASS_3 </specific> <specific name="Level"> 3 </specific> <specific name=“Power Type”> Attack </specific> <weapon name=“Devilblind Greatsword +2”> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> <attackbonus> 12 </attackbonus> <damage> 2d10+6 </damage> <attackstat> Strength </attackstat> <defense> Fortitude </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 26+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 9 </attackbonus> <damage> 2d8+4 </damage> <attackstat> Strength </attackstat> <defense> Fortitude </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 20 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 10 </attackbonus> <damage> 2d10+4 </damage> <attackstat> Strength </attackstat> <defense> Fortitude </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 24 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 7 </attackbonus> <damage> 2d4+4 </damage> <attackstat> Strength </attackstat> <defense> Fortitude </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 12 </critdamage> <critrange> 20 </critrange> </weapon> </power> <power name=“Mind Snare”> <specific name="Flavor"> Your attack addles your foe, causing it to focus on you instead of on your friend. With a little more effort, you can force your enemy to focus solely on you. </specific> <specific name=“Power Usage”> At-Will </specific> <specific name="Display"> Battlemind Attack 3 </specific> <specific name="Keywords"> Augmentable, Psionic, 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"> Constitution vs. AC </specific> <specific name="Hit"> 1[W] + Constitution modifier damage, and one ally within 5 squares of you becomes invisible to the target until the target is adjacent to him or her or until the end of your next turn. </specific> <specific name="Augment"> 1 </specific> <specific name=" Hit"> As above, but the invisibility isn't ended by the target being adjacent to the ally. </specific> <specific name="Augment"> 1 </specific> <specific name=" Hit"> As above, but the invisibility isn't ended by the target being adjacent to the ally. </specific> <specific name="Class"> ID_FMP_CLASS_124 </specific> <specific name="Level"> 3 </specific> <specific name=“Power Type”> Attack </specific> <specific name="_AugmentVersions"> ID_INTERNAL_POWER_MIND_SNARE_(AUGMENT_0),ID_INTERNAL_POWER_MIND_SNARE_(AUGMENT_1),ID_INTERNAL_POWER_MIND_SNARE_(AUGMENT_2) </specific> <weapon name=“Devilblind Greatsword +2”> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> <attackbonus> 9 </attackbonus> <damage> 1d10+3 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 13+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 6 </attackbonus> <damage> 1d8+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 9 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 7 </attackbonus> <damage> 1d10+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 11 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 4 </attackbonus> <damage> 1d4+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 5 </critdamage> <critrange> 20 </critrange> </weapon> </power> <power name=“Nightmare Vortex”> <specific name="Flavor"> You generate a vortex of nightmares around yourself that engulfs the minds of your enemies, forcing your foes to move away from imagined attacks. </specific> <specific name=“Power Usage”> Daily </specific> <specific name="Display"> Battlemind Attack 5 </specific> <specific name="Keywords"> Fear, Psionic, Weapon </specific> <specific name=“Action Type”> Standard Action </specific> <specific name=“Attack Type”> Close burst 1 </specific> <specific name="Target"> Each enemy you can see in the burst </specific> <specific name="Attack"> Constitution vs. AC </specific> <specific name="Hit"> 1[W] + Constitution modifier damage, and you slide the target 1 square. </specific> <specific name="Miss"> Half damage. </specific> <specific name="Effect"> Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action. </specific> <specific name="Class"> ID_FMP_CLASS_124 </specific> <specific name="Level"> 5 </specific> <specific name=“Power Type”> Attack </specific> <weapon name=“Devilblind Greatsword +2”> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> <attackbonus> 9 </attackbonus> <damage> 1d10+3 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 13+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Dejada"> <ruleselement name=“Dejada” /> <attackbonus> 6 </attackbonus> <damage> 1d8+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 9 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 6 </attackbonus> <damage> 1d8+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 9 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 7 </attackbonus> <damage> 1d10+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 11 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 4 </attackbonus> <damage> 1d4+1 </damage> <attackstat> Constitution </attackstat> <defense> AC </defense> <hitcomponents> +1 Constitution modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +1 Constitution modifier. </damagecomponents> <critdamage> 5 </critdamage> <critrange> 20 </critrange> </weapon> </power> <power name=“Everybody Move”> <specific name="Flavor"> You inspire terror in your enemies. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="_SkillPower"> ID_FMP_SKILL_14 </specific> <specific name=“Power Type”> Utility </specific> <specific name="Level"> 6 </specific> <specific name="Display"> Intimidate Utility 6 </specific> <specific name="Keywords"> Fear </specific> <specific name=“Action Type”> Minor Action </specific> <specific name=“Attack Type”> Close blast 3 </specific> <specific name="Target"> Each enemy in the blast </specific> <specific name="Effect"> You push each target 1 square, but not into hindering terrain. </specific> <specific name="Prerequisite"> You must be trained in Intimidate. </specific> </power> <power name=“Bludgeoning Vise”> <specific name="Flavor"> Your weapon crunches down on your enemy's skull. You then drive your fist into your foe's face. </specific> <specific name=“Power Usage”> Encounter </specific> <specific name="Display"> Fighter Attack 7 </specific> <specific name="Keywords"> Martial, Weapon </specific> <specific name=“Action Type”> Standard Action </specific> <specific name=“Attack Type”> Melee weapon </specific> <specific name="Requirement"> You must have a hand free. </specific> <specific name="Target"> One creature </specific> <specific name=“Primary Attack”> Strength vs. AC </specific> <specific name="Hit"> 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. Make a secondary attack against the target. </specific> <specific name=" Secondary Attack"> Strength vs. Fortitude (unarmed) </specific> <specific name=" Hit"> 1[W] damage, and you knock the target prone. </specific> <specific name="Class"> ID_FMP_CLASS_3 </specific> <specific name="Level"> 7 </specific> <specific name=“Power Type”> Attack </specific> <specific name=“_Associated Feats”> ID_FMP_FEAT_1318 </specific> <weapon name=“Devilblind Greatsword +2”> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> <attackbonus> 12 </attackbonus> <damage> 1d10+6 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.
+2 enhancement bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier.

+2 enhancement bonus.

</damagecomponents> <critdamage> 16+1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. </critdamage> <critcomponents> +1d6 radiant damage per plus, +1d8 radiant damage per plus against devils. weapon critical bonus. </critcomponents> <critrange> 20 </critrange> </weapon> <weapon name="Spear"> <ruleselement name=“Spear” /> <attackbonus> 9 </attackbonus> <damage> 1d8+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+2 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 12 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Greatsword"> <ruleselement name=“Greatsword” /> <attackbonus> 10 </attackbonus> <damage> 1d10+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.
+3 proficiency bonus.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 14 </critdamage> <critrange> 20 </critrange> </weapon> <weapon name="Unarmed"> <attackbonus> 7 </attackbonus> <damage> 1d4+4 </damage> <attackstat> Strength </attackstat> <defense> AC </defense> <hitcomponents> +4 Strength modifier.

+3 half your level.

</hitcomponents> <damagecomponents> +4 Strength modifier. </damagecomponents> <critdamage> 8 </critdamage> <critrange> 20 </critrange> </weapon> </power> </powerstats> <!— The character's companions —> <companions> </companions> <!— The character'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"> <ruleselement name="Level1Rules"> <ruleselement name="SkillRules"> <ruleselement name=“Acrobatics” /> <ruleselement name=“Arcana” /> <ruleselement name=“Bluff” /> <ruleselement name=“Diplomacy” /> <ruleselement name=“Dungeoneering” /> <ruleselement name=“Endurance” /> <ruleselement name=“Heal” /> <ruleselement name=“History” /> <ruleselement name=“Insight” /> <ruleselement name=“Intimidate” /> <ruleselement name=“Nature” /> <ruleselement name=“Perception” /> <ruleselement name=“Religion” /> <ruleselement name=“Stealth” /> <ruleselement name=“Streetwise” /> <ruleselement name=“Thievery” /> <ruleselement name=“Athletics” /> </ruleselement> <ruleselement name=“Heroic” /> <ruleselement name=“Melee Basic Attack” /> <ruleselement name=“Ranged Basic Attack” /> </ruleselement> <ruleselement name="DetailsRules"> <ruleselement name=“male” /> <ruleselement name=“Unaligned” /> </ruleselement> <ruleselement name="Expansion1"> <ruleselement name="Awakened"> <ruleselement name=“Bluff” /> <ruleselement name=“Intimidate” /> </ruleselement> <ruleselement name=“Background Benefit”> <ruleselement name=“+2 to Intimidate” /> </ruleselement> <ruleselement name="" /> <ruleselement name="" /> <ruleselement name="" /> <ruleselement name="" /> <ruleselement name="" /> </ruleselement> <ruleselement name="Expansion2"> <ruleselement name="" /> </ruleselement> <ruleselement name=“Expansion3” /> <ruleselement name=“Expansion4” /> <ruleselement name=“Expansion5” /> <ruleselement name="Wilden"> <ruleselement name="Wilden"> <ruleselement name=“Medium” /> <ruleselement name=“Low-light” /> <ruleselement name=“Fey Origin”> <ruleselement name=“Fey” /> </ruleselement> <ruleselement name=“Hardy Form”> <ruleselement name=“Hardy Form Reflex” /> </ruleselement> <ruleselement name=“Nature&apos;s Aspect”> <ruleselement name=“Aspect of the Ancients”> <ruleselement name=“Voyage of the Ancients” /> </ruleselement> <ruleselement name=“Aspect of the Destroyer”> <ruleselement name=“Wrath of the Destroyer” /> </ruleselement> <ruleselement name=“Aspect of the Hunter”> <ruleselement name=“Pursuit of the Hunter” /> </ruleselement> </ruleselement> <ruleselement name=“Wisdom” /> <ruleselement name=“Common” /> <ruleselement name=“Elven” /> <ruleselement name=“Nature Bonus” /> <ruleselement name=“Stealth Bonus” /> </ruleselement> <ruleselement name=“Constitution” /> </ruleselement> <ruleselement name="Hybrid"> <ruleselement name=“Hybrid Fighter”> <ruleselement name=“Hybrid Fighter”> <ruleselement name=“Fighter” /> <ruleselement name=“Defender” /> <ruleselement name=“Martial” /> <ruleselement name=“Armor Proficiency (Cloth)” /> <ruleselement name=“Armor Proficiency (Leather)” /> <ruleselement name=“Armor Proficiency (Hide)” /> <ruleselement name=“Armor Proficiency (Chainmail)” /> <ruleselement name=“Armor Proficiency (Scale)” /> <ruleselement name=“Shield Proficiency (Heavy)” /> <ruleselement name=“Shield Proficiency (Light)” /> <ruleselement name=“Simple Melee”> <ruleselement name=“Weapon Proficiency (Club)” /> <ruleselement name=“Weapon Proficiency (Dagger)” /> <ruleselement name=“Weapon Proficiency (Javelin)” /> <ruleselement name=“Weapon Proficiency (Mace)” /> <ruleselement name=“Weapon Proficiency (Sickle)” /> <ruleselement name=“Weapon Proficiency (Spear)” /> <ruleselement name=“Weapon Proficiency (Greatclub)” /> <ruleselement name=“Weapon Proficiency (Morningstar)” /> <ruleselement name=“Weapon Proficiency (Quarterstaff)” /> <ruleselement name=“Weapon Proficiency (Scythe)” /> <ruleselement name=“Weapon Proficiency (Spiked gauntlet)” /> <ruleselement name=“Weapon Proficiency (Talid)” /> <ruleselement name=“Weapon Proficiency (Widow&apos;s knife)” /> <ruleselement name=“Weapon Proficiency (Wrist razors)” /> <ruleselement name=“Weapon Proficiency (Light mace)” /> <ruleselement name=“Weapon Proficiency (Short spear)” /> <ruleselement name=“Weapon Proficiency (Claw Fighter Claw)” /> <ruleselement name=“Weapon Proficiency (Shadowblade)” /> <ruleselement name=“Weapon Proficiency (Climbing Claw)” /> <ruleselement name=“Weapon Proficiency (Dragontooth Shield (Heroic Tier))” /> <ruleselement name=“Weapon Proficiency (Fighting Shield (Heroic Tier))” /> <ruleselement name=“Weapon Proficiency (Soul Shield (Paragon Tier))” /> <ruleselement name=“Weapon Proficiency (Sun Shield (Paragon Tier))” /> <ruleselement name=“Weapon Proficiency (Rod of Seven Parts (Weapon))” /> </ruleselement> <ruleselement name=“Military Melee”> <ruleselement name=“Weapon Proficiency (Battleaxe)” /> <ruleselement name=“Weapon Proficiency (Handaxe)” /> <ruleselement name=“Weapon Proficiency (Flail)” /> <ruleselement name=“Weapon Proficiency (Throwing hammer)” /> <ruleselement name=“Weapon Proficiency (Warhammer)” /> <ruleselement name=“Weapon Proficiency (War Pick)” /> <ruleselement name=“Weapon Proficiency (Scimitar)” /> <ruleselement name=“Weapon Proficiency (Longsword)” /> <ruleselement name=“Weapon Proficiency (Short sword)” /> <ruleselement name=“Weapon Proficiency (Greataxe)” /> <ruleselement name=“Weapon Proficiency (Heavy flail)” /> <ruleselement name=“Weapon Proficiency (Glaive)” /> <ruleselement name=“Weapon Proficiency (Halberd)” /> <ruleselement name=“Weapon Proficiency (Maul)” /> <ruleselement name=“Weapon Proficiency (Longspear)” /> <ruleselement name=“Weapon Proficiency (Greatsword)” /> <ruleselement name=“Weapon Proficiency (Rapier)” /> <ruleselement name=“Weapon Proficiency (Falchion)” /> <ruleselement name=“Weapon Proficiency (Broadsword)” /> <ruleselement name=“Weapon Proficiency (Khopesh)” /> <ruleselement name=“Weapon Proficiency (Light war pick)” /> <ruleselement name=“Weapon Proficiency (Scourge)” /> <ruleselement name=“Weapon Proficiency (Trident)” /> <ruleselement name=“Weapon Proficiency (Heavy war pick)” /> <ruleselement name=“Weapon Proficiency (Alhulak)” /> <ruleselement name=“Weapon Proficiency (Carrikal)” /> <ruleselement name=“Weapon Proficiency (Trikal)” /> <ruleselement name=“Weapon Proficiency (Blade of Winter&apos;s Mourning)” /> <ruleselement name=“Weapon Proficiency (Blade of Annihilation)” /> <ruleselement name=“Weapon Proficiency (Starshadow Blade)” /> <ruleselement name=“Weapon Proficiency (Sword of the White Well)” /> <ruleselement name=“Weapon Proficiency (Scourge of Exquisite Agony)” /> <ruleselement name=“Weapon Proficiency (Lance)” /> <ruleselement name=“Weapon Proficiency (Pike)” /> <ruleselement name=“Weapon Proficiency (Feral Armor Claw)” /> <ruleselement name=“Weapon Proficiency (Blade of Chaos)” /> </ruleselement> <ruleselement name=“Simple Ranged”> <ruleselement name=“Weapon Proficiency (Hand crossbow)” /> <ruleselement name=“Weapon Proficiency (Sling)” /> <ruleselement name=“Weapon Proficiency (Crossbow)” /> <ruleselement name=“Weapon Proficiency (Repeating crossbow)” /> <ruleselement name=“Weapon Proficiency (Dejada)” /> </ruleselement> <ruleselement name=“Military Ranged”> <ruleselement name=“Weapon Proficiency (Shortbow)” /> <ruleselement name=“Weapon Proficiency (Longbow)” /> <ruleselement name=“Weapon Proficiency (Chatkcha)” /> </ruleselement> <ruleselement name=“Combat Challenge (Hybrid)”> <ruleselement name=“Combat Challenge” /> <ruleselement name=“Combat Challenge” /> </ruleselement> <ruleselement name=“Hybrid Fighter Implements” /> </ruleselement> <ruleselement name=“Conductive Defense” /> </ruleselement> <ruleselement name=“Hybrid Battlemind”> <ruleselement name=“Hybrid Battlemind”> <ruleselement name=“Battlemind” /> <ruleselement name=“Psionic First Class” /> <ruleselement name=“Defender” /> <ruleselement name=“Psionic” /> <ruleselement name=“Armor Proficiency (Cloth)” /> <ruleselement name=“Armor Proficiency (Leather)” /> <ruleselement name=“Armor Proficiency (Hide)” /> <ruleselement name=“Armor Proficiency (Chainmail)” /> <ruleselement name=“Armor Proficiency (Scale)” /> <ruleselement name=“Shield Proficiency (Heavy)” /> <ruleselement name=“Shield Proficiency (Light)” /> <ruleselement name=“Simple Melee”> <ruleselement name=“Weapon Proficiency (Club)” /> <ruleselement name=“Weapon Proficiency (Dagger)” /> <ruleselement name=“Weapon Proficiency (Javelin)” /> <ruleselement name=“Weapon Proficiency (Mace)” /> <ruleselement name=“Weapon Proficiency (Sickle)” /> <ruleselement name=“Weapon Proficiency (Spear)” /> <ruleselement name=“Weapon Proficiency (Greatclub)” /> <ruleselement name=“Weapon Proficiency (Morningstar)” /> <ruleselement name=“Weapon Proficiency (Quarterstaff)” /> <ruleselement name=“Weapon Proficiency (Scythe)” /> <ruleselement name=“Weapon Proficiency (Spiked gauntlet)” /> <ruleselement name=“Weapon Proficiency (Talid)” /> <ruleselement name=“Weapon Proficiency (Widow&apos;s knife)” /> <ruleselement name=“Weapon Proficiency (Wrist razors)” /> <ruleselement name=“Weapon Proficiency (Light mace)” /> <ruleselement name=“Weapon Proficiency (Short spear)” /> <ruleselement name=“Weapon Proficiency (Claw Fighter Claw)” /> <ruleselement name=“Weapon Proficiency (Shadowblade)” /> <ruleselement name=“Weapon Proficiency (Climbing Claw)” /> <ruleselement name=“Weapon Proficiency (Dragontooth Shield (Heroic Tier))” /> <ruleselement name=“Weapon Proficiency (Fighting Shield (Heroic Tier))” /> <ruleselement name=“Weapon Proficiency (Soul Shield (Paragon Tier))” /> <ruleselement name=“Weapon Proficiency (Sun Shield (Paragon Tier))” /> <ruleselement name=“Weapon Proficiency (Rod of Seven Parts (Weapon))” /> </ruleselement> <ruleselement name=“Military Melee”> <ruleselement name=“Weapon Proficiency (Battleaxe)” /> <ruleselement name=“Weapon Proficiency (Handaxe)” /> <ruleselement name=“Weapon Proficiency (Flail)” /> <ruleselement name=“Weapon Proficiency (Throwing hammer)” /> <ruleselement name=“Weapon Proficiency (Warhammer)” /> <ruleselement name=“Weapon Proficiency (War Pick)” /> <ruleselement name=“Weapon Proficiency (Scimitar)” /> <ruleselement name=“Weapon Proficiency (Longsword)” /> <ruleselement name=“Weapon Proficiency (Short sword)” /> <ruleselement name=“Weapon Proficiency (Greataxe)” /> <ruleselement name=“Weapon Proficiency (Heavy flail)” /> <ruleselement name=“Weapon Proficiency (Glaive)” /> <ruleselement name=“Weapon Proficiency (Halberd)” /> <ruleselement name=“Weapon Proficiency (Maul)” /> <ruleselement name=“Weapon Proficiency (Longspear)” /> <ruleselement name=“Weapon Proficiency (Greatsword)” /> <ruleselement name=“Weapon Proficiency (Rapier)” /> <ruleselement name=“Weapon Proficiency (Falchion)” /> <ruleselement name=“Weapon Proficiency (Broadsword)” /> <ruleselement name=“Weapon Proficiency (Khopesh)” /> <ruleselement name=“Weapon Proficiency (Light war pick)” /> <ruleselement name=“Weapon Proficiency (Scourge)” /> <ruleselement name=“Weapon Proficiency (Trident)” /> <ruleselement name=“Weapon Proficiency (Heavy war pick)” /> <ruleselement name=“Weapon Proficiency (Alhulak)” /> <ruleselement name=“Weapon Proficiency (Carrikal)” /> <ruleselement name=“Weapon Proficiency (Trikal)” /> <ruleselement name=“Weapon Proficiency (Blade of Winter&apos;s Mourning)” /> <ruleselement name=“Weapon Proficiency (Blade of Annihilation)” /> <ruleselement name=“Weapon Proficiency (Starshadow Blade)” /> <ruleselement name=“Weapon Proficiency (Sword of the White Well)” /> <ruleselement name=“Weapon Proficiency (Scourge of Exquisite Agony)” /> <ruleselement name=“Weapon Proficiency (Lance)” /> <ruleselement name=“Weapon Proficiency (Pike)” /> <ruleselement name=“Weapon Proficiency (Feral Armor Claw)” /> </ruleselement> <ruleselement name=“Simple Ranged”> <ruleselement name=“Weapon Proficiency (Hand crossbow)” /> <ruleselement name=“Weapon Proficiency (Sling)” /> <ruleselement name=“Weapon Proficiency (Crossbow)” /> <ruleselement name=“Weapon Proficiency (Repeating crossbow)” /> <ruleselement name=“Weapon Proficiency (Dejada)” /> </ruleselement> <ruleselement name=“Psionic Augmentation (Hybrid)”> <ruleselement name=“Psionic Augmentation Decider”> <ruleselement name=“Psionic Augmentation” /> <ruleselement name=“Psionic Augmentation (Hybrid)”> <ruleselement name=“No Encounter Powers”> <ruleselement name=“No Level 1 Encounter Power” /> </ruleselement> <ruleselement name=“Hybrid Power Point Option”> <ruleselement name=“Hybrid Power Points” /> </ruleselement> <ruleselement name=“Hybrid Power Points” /> <ruleselement name=“Mind Snare”> </ruleselement> <ruleselement name=“Bull Charge” /> <ruleselement name=“Bludgeoning Vise” /> <ruleselement name="" /> <ruleselement name="" /> <ruleselement name="" /> <ruleselement name="" /> </ruleselement> </ruleselement> <ruleselement name=“Psionic Augmentation” /> </ruleselement> <ruleselement name=“Psionic Defense (Hybrid)”> <ruleselement name=“Battlemind&apos;s Demand” /> <ruleselement name=“Mind Spike” /> <ruleselement name=“Psionic Defense” /> </ruleselement> <ruleselement name=“Hybrid Battlemind Implements” /> </ruleselement> <ruleselement name=“Cleave” /> </ruleselement> <ruleselement name=“Athletics” /> <ruleselement name=“Intimidate” /> <ruleselement name=“Endurance” /> </ruleselement> <ruleselement name=“Plant&apos;s Sap” /> <ruleselement name="" /> <ruleselement name=“Villain&apos;s Menace” /> <ruleselement name="" /> </ruleselement> </level> <level> <ruleselement name="2"> <ruleselement name=“Hybrid Talent”> <ruleselement name=“Psionic Study (Hybrid)”> <ruleselement name=“Speed of Thought (Hybrid)”> <ruleselement name=“Speed of Thought” /> <ruleselement name=“Speed of Thought” /> </ruleselement> <ruleselement name=“Psionic Study” /> </ruleselement> </ruleselement> <ruleselement name=“Glowering Threat” /> <ruleselement name="" /> </ruleselement> </level> <level> <ruleselement name="3"> <ruleselement name="" /> <ruleselement name="" /> </ruleselement> </level> <level> <ruleselement name="4"> <ruleselement name=“Sickening Finish” /> <ruleselement name=“Constitution” /> <ruleselement name=“Strength” /> <ruleselement name="" /> </ruleselement> </level> <level> <ruleselement name="5"> <ruleselement name=“Nightmare Vortex” /> <ruleselement name="" /> </ruleselement> </level> <level> <ruleselement name="6"> <ruleselement name=“Alertness” /> <ruleselement name=“Everybody Move” /> <ruleselement name="" /> </ruleselement> <loot> <ruleselement name=“Spear” /> </loot> <loot> <ruleselement name=“Dejada” /> </loot> <loot> <ruleselement name=“Adventurer&apos;s Kit” /> </loot> <loot> <ruleselement name=“Leather Armor” /> </loot> <loot> <ruleselement name=“Ring of Dragons” /> </loot> <loot> <ruleselement name=“Greatsword” /> <ruleselement name=“Devilblind Weapon +2” /> </loot> <loot> <ruleselement name=“Drakescale Armor” /> <ruleselement name=“Summoned Armor +2” /> </loot> <loot> <ruleselement name=“Cape of the Mountebank +1” /> </loot> <loot> <ruleselement name=“Scale Armor” /> </loot> <loot> <ruleselement name=“Greatsword” /> </loot> </level> <level> <ruleselement name="7"> <ruleselement name="" /> <ruleselement name="" /> </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”> 100 gp </textstring> <textstring name=“_PER_LEVEL_1_Stored Money”> 0 gp </textstring> <textstring name="_PER_LEVEL_1_Residuum"> 0 </textstring> <textstring name=“Experience Points”> 10000 </textstring> <textstring name=“_PER_LEVEL_2_Carried Money”> 100 gp </textstring> <textstring name=“_PER_LEVEL_2_Stored Money”> 0 gp </textstring> <textstring name="_PER_LEVEL_2_Residuum"> 0 </textstring> <textstring name=“_PER_LEVEL_3_Carried Money”> 100 gp </textstring> <textstring name=“_PER_LEVEL_3_Stored Money”> 0 gp </textstring> <textstring name="_PER_LEVEL_3_Residuum"> 0 </textstring> <textstring name=“_PER_LEVEL_4_Carried Money”> 100 gp </textstring> <textstring name=“_PER_LEVEL_4_Stored Money”> 0 gp </textstring> <textstring name="_PER_LEVEL_4_Residuum"> 0 </textstring> <textstring name=“_PER_LEVEL_5_Carried Money”> 100 gp </textstring> <textstring name=“_PER_LEVEL_5_Stored Money”> 0 gp </textstring> <textstring name="_PER_LEVEL_5_Residuum"> 0 </textstring> <textstring name=“_PER_LEVEL_6_Carried Money”> 1,000 gp </textstring> <textstring name=“_PER_LEVEL_6_Stored Money”> </textstring> <textstring name="_PER_LEVEL_6_Residuum"> 0 </textstring> <textstring name=“Character Save File”> C:\Windows\TEMP\tmp1DBE.tmp </textstring> <textstring name="PortraitID"> <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10022623</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> </textstring> <textstring name="PortraitExplicitlySet"> False </textstring> <textstring name="name"> deteretted </textstring> <textstring name="Age"> 27 </textstring> <textstring name="_ItemsShowOnPowerCards_"> Spear </textstring> <textstring name=“_PER_LEVEL_7_Carried Money”> 1,000 gp </textstring> <textstring name=“_PER_LEVEL_7_Stored Money”> </textstring> <textstring name="_PER_LEVEL_7_Residuum"> 0 </textstring>

</d20character>

Bio:

First off, I must say…my name is not Telladora. I knew it’d be impossible to determine my gender and thought it best to lead you down as many wrong paths as possible should our meeting go awry. I am a man, in terms of what I was distributed, physically. I am here to assist Varis. I am not certain he should be aware of the extent to which I am here in that capacity. I must be sure he is doing the best for all and no matter what I hear of his destiny and related virtues in his attempt to meet what I hope is the same goal, I must discover how I view him to be and can only do that with experience. I don’t think I can do that if he expects me to help, no matter what. So, for now, I wish this to be a need to know developing relationship, though between you and I, I have defected in an effort to right the wrongs between worlds and I think the best chance for this is the elf…and I do enjoy confronting those who stand in the way.

The others, I think I will like. All of them, asking questions to better serve their purposes. I can relate.

I am considered elite, in terms of my fighting prowess. My ability to combine my…uhm, abilities, with my mind’s powers has been unmatched in my time from where I am from. My origin is only half known on my father’s side. My father..ahh..he is a great man but he wishes to remain alone within himself. My mother, I know not. I traveled through the portal to get here disguised in plain sight as myself. But enough about me….hear are my specs!

Detereted

Fractured Realms jobesz