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


   <CharacterSheet>


      <Details>
         <name> 크하 </name>
         <Level> 13 </Level>
         <Player>  </Player>
         <Height>  </Height>
         <Weight>  </Weight>
         <Gender>  </Gender>
         <Age>  </Age>
         <Alignment>  </Alignment>
         <Company>  </Company>
         <Portrait>  </Portrait>
         <Experience> 39000 </Experience>
         <CarriedMoney> 1 pp; 85 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 legality="rules-legal" >
         <Strength score="13" />
         <Constitution score="18" />
         <Dexterity score="11" />
         <Intelligence score="8" />
         <Wisdom score="12" />
         <Charisma score="10" />
      </AbilityScores>


      <!--
         Final computed stat values - the various numbers
         on the character sheet are here along with behind the scenes
         values to build them.
      -->
      <StatBlock>
         <Stat value="15" >
            <alias name="Strength" />
            <alias name="STR" />
            <statadd value="13" />
            <statadd Level="4" value="1" charelem="1" />
            <statadd Level="11" value="1" charelem="2" />
         </Stat>

         <Stat value="21" >
            <alias name="Constitution" />
            <alias name="con" />
            <statadd value="18" />
            <statadd Level="4" value="1" charelem="3" />
            <statadd Level="8" value="1" charelem="4" />
            <statadd Level="11" value="1" charelem="2" />
         </Stat>

         <Stat value="15" >
            <alias name="Dexterity" />
            <alias name="DEX" />
            <statadd value="11" />
            <statadd Level="1" value="2" charelem="5" />
            <statadd Level="8" value="1" charelem="6" />
            <statadd Level="11" value="1" charelem="2" />
         </Stat>

         <Stat value="9" >
            <alias name="Intelligence" />
            <alias name="INT" />
            <statadd value="8" />
            <statadd Level="11" value="1" charelem="2" />
         </Stat>

         <Stat value="15" >
            <alias name="Wisdom" />
            <alias name="WIS" />
            <statadd value="12" />
            <statadd Level="1" value="2" charelem="7" />
            <statadd Level="11" value="1" charelem="2" />
         </Stat>

         <Stat value="11" >
            <alias name="Charisma" />
            <alias name="CHA" />
            <statadd value="10" />
            <statadd Level="11" value="1" charelem="2" />
         </Stat>

         <Stat value="2" >
            <alias name="Strength modifier" />
            <statadd Level="1" value="1" statlink="Strength" abilmod="true" charelem="8" />
         </Stat>

         <Stat value="2" >
            <alias name="Dexterity modifier" />
            <statadd Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="8" />
         </Stat>

         <Stat value="5" >
            <alias name="Constitution modifier" />
            <statadd Level="1" value="1" statlink="Constitution" abilmod="true" charelem="8" />
         </Stat>

         <Stat value="-1" >
            <alias name="Intelligence modifier" />
            <statadd Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="8" />
         </Stat>

         <Stat value="2" >
            <alias name="Wisdom modifier" />
            <statadd Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="8" />
         </Stat>

         <Stat value="0" >
            <alias name="Charisma modifier" />
            <statadd Level="1" value="1" statlink="Charisma" abilmod="true" charelem="8" />
         </Stat>

         <Stat value="28" >
            <alias name="AC" />
            <alias name="Armor Class" />
            <statadd Level="1" value="10" charelem="8" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="8" />
            <statadd type="Ability" Level="1" not-wearing="armor:heavy" value="1" statlink="Dexterity" abilmod="true" charelem="8" />
            <statadd type="Ability" Level="1" not-wearing="armor:heavy" value="1" statlink="Intelligence" abilmod="true" charelem="8" />
            <statadd type="Defensive" Level="1" wearing="DEFENSIVE:" value="1" charelem="8" />
            <statadd Level="4" requires="weapon:heavy blade" conditional="against opportunity attacks" value="2" charelem="9" />
            <statadd type="Armor" Level="13" value="9" charelem="10" />
            <statadd type="Enhancement" Level="13" value="3" charelem="11" />
         </Stat>

         <Stat value="24" >
            <alias name="Fortitude Defense" />
            <alias name="Fortitude" />
            <statadd Level="1" value="10" charelem="8" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Strength" abilmod="true" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Constitution" abilmod="true" charelem="8" />
            <statadd type="Class" Level="1" value="1" statlink="Fortitude Defense Class Bonus" charelem="8" />
            <statadd Level="4" requires="weapon:heavy blade" conditional="against opportunity attacks" value="2" charelem="9" />
            <statadd type="Enhancement" Level="13" value="3" charelem="12" />
         </Stat>

         <Stat value="21" >
            <alias name="Reflex Defense" />
            <alias name="Reflex" />
            <statadd Level="1" value="10" charelem="8" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="8" />
            <statadd type="Class" Level="1" value="1" statlink="Reflex Defense Class Bonus" charelem="8" />
            <statadd Level="4" requires="weapon:heavy blade" conditional="against opportunity attacks" value="2" charelem="9" />
            <statadd Level="13" requires="!Armor Proficiency (Scale)" value="-2" charelem="10" />
            <statadd type="Enhancement" Level="13" value="3" charelem="12" />
         </Stat>

         <Stat value="26" >
            <alias name="Will Defense" />
            <alias name="Will" />
            <statadd Level="1" value="10" charelem="8" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="8" />
            <statadd type="Class" Level="1" value="1" statlink="Will Defense Class Bonus" charelem="8" />
            <statadd Level="4" requires="weapon:heavy blade" conditional="against opportunity attacks" value="2" charelem="9" />
            <statadd type="Feat" Level="12" value="1" statlink="Superior Will" charelem="13" />
            <statadd type="Enhancement" Level="13" value="3" charelem="12" />
         </Stat>

         <Stat value="3" >
            <alias name="Death Saves Count" />
            <statadd Level="1" value="3" charelem="8" />
         </Stat>

         <Stat value="13" >
            <alias name="Level" />
            <statadd Level="1" value="1" charelem="8" />
            <statadd Level="2" value="1" charelem="14" />
            <statadd Level="3" value="1" charelem="15" />
            <statadd Level="4" value="1" charelem="16" />
            <statadd Level="5" value="1" charelem="17" />
            <statadd Level="6" value="1" charelem="18" />
            <statadd Level="7" value="1" charelem="19" />
            <statadd Level="8" value="1" charelem="20" />
            <statadd Level="9" value="1" charelem="21" />
            <statadd Level="10" value="1" charelem="22" />
            <statadd Level="11" value="1" charelem="2" />
            <statadd Level="12" value="1" charelem="23" />
            <statadd Level="13" value="1" charelem="24" />
         </Stat>

         <Stat value="108" >
            <alias name="Hit Points" />
            <statadd type="Level 1" Level="1" value="1" statlink="Constitution" charelem="8" />
            <statadd Level="1" value="1" statlink="_LEVEL-ONE-HPS" charelem="8" />
            <statadd Level="2" value="1" statlink="_PER-LEVEL-HPS" charelem="14" />
            <statadd Level="3" value="1" statlink="_PER-LEVEL-HPS" charelem="15" />
            <statadd Level="4" value="1" statlink="_PER-LEVEL-HPS" charelem="16" />
            <statadd Level="5" value="1" statlink="_PER-LEVEL-HPS" charelem="17" />
            <statadd Level="6" value="1" statlink="_PER-LEVEL-HPS" charelem="18" />
            <statadd Level="7" value="1" statlink="_PER-LEVEL-HPS" charelem="19" />
            <statadd Level="8" value="1" statlink="_PER-LEVEL-HPS" charelem="20" />
            <statadd Level="9" value="1" statlink="_PER-LEVEL-HPS" charelem="21" />
            <statadd Level="10" value="1" statlink="_PER-LEVEL-HPS" charelem="22" />
            <statadd Level="11" value="1" statlink="_PER-LEVEL-HPS" charelem="2" />
            <statadd Level="12" value="1" statlink="_PER-LEVEL-HPS" charelem="23" />
            <statadd Level="13" value="1" statlink="_PER-LEVEL-HPS" charelem="24" />
         </Stat>

         <Stat value="15" >
            <alias name="_LEVEL-ONE-HPS" />
            <statadd Level="1" value="15" charelem="25" />
         </Stat>

         <Stat value="14" >
            <alias name="Healing Surges" />
            <statadd type="Level 1" Level="1" requires="!NoConToHealingSurges" value="1" statlink="Constitution" abilmod="true" charelem="8" />
            <statadd type="Class" Level="1" value="9" charelem="25" />
         </Stat>

         <Stat value="6" >
            <alias name="HALF-LEVEL" />
            <statadd Level="2" value="1" charelem="14" />
            <statadd Level="4" value="1" charelem="16" />
            <statadd Level="6" value="1" charelem="18" />
            <statadd Level="8" value="1" charelem="20" />
            <statadd Level="10" value="1" charelem="22" />
            <statadd Level="12" value="1" charelem="23" />
         </Stat>

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

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

         <Stat value="2" >
            <alias name="Will Defense Class Bonus" />
            <statadd Level="1" value="2" charelem="25" />
         </Stat>

         <Stat value="8" >
            <alias name="Initiative" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="8" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="8" />
            <statadd Level="1" value="1" statlink="Initiative Misc" charelem="8" />
         </Stat>

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

         <Stat value="2" >
            <alias name="Ring Slots" />
            <statadd Level="1" value="2" charelem="8" />
         </Stat>

         <Stat value="1" >
            <alias name="_BaseActionPoints" />
            <statadd Level="1" value="1" charelem="8" />
         </Stat>

         <Stat value="47000" >
            <alias name="XP Needed" />
            <statadd Level="1" value="1000" charelem="8" />
            <statadd Level="2" value="1250" charelem="14" />
            <statadd Level="3" value="1500" charelem="15" />
            <statadd Level="4" value="1750" charelem="16" />
            <statadd Level="5" value="2000" charelem="17" />
            <statadd Level="6" value="2500" charelem="18" />
            <statadd Level="7" value="3000" charelem="19" />
            <statadd Level="8" value="3500" charelem="20" />
            <statadd Level="9" value="4000" charelem="21" />
            <statadd Level="10" value="5500" charelem="22" />
            <statadd Level="11" value="6000" charelem="2" />
            <statadd Level="12" value="7000" charelem="23" />
            <statadd Level="13" value="8000" charelem="24" />
         </Stat>

         <Stat value="8" >
            <alias name="Acrobatics" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Acrobatics Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Acrobatics Misc" charelem="26" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="26" />
         </Stat>

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

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

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

         <Stat value="5" >
            <alias name="Arcana" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Arcana Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Arcana Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="6" >
            <alias name="Bluff" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Bluff Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Bluff Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="6" >
            <alias name="Diplomacy" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Diplomacy Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Diplomacy Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="8" >
            <alias name="Dungeoneering" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Dungeoneering Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Dungeoneering Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="16" >
            <alias name="Endurance" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Constitution" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Endurance Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Endurance Misc" charelem="26" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="26" />
         </Stat>

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

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

         <Stat value="8" >
            <alias name="Heal" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Heal Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Heal Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="5" >
            <alias name="History" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="History Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="History Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="13" >
            <alias name="Insight" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Insight Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Insight Misc" charelem="26" />
         </Stat>

         <Stat value="5" >
            <alias name="Insight Trained" />
            <statadd type="trained" Level="1" value="5" charelem="28" />
         </Stat>

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

         <Stat value="6" >
            <alias name="Intimidate" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Intimidate Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Intimidate Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="10" >
            <alias name="Nature" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Nature Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Nature Misc" charelem="26" />
         </Stat>

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

         <Stat value="2" >
            <alias name="Nature Misc" />
            <statadd type="Racial" Level="1" value="2" charelem="29" />
         </Stat>

         <Stat value="8" >
            <alias name="Perception" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Perception Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Perception Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="5" >
            <alias name="Religion" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Religion Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Religion Misc" charelem="26" />
         </Stat>

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

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

         <Stat value="8" >
            <alias name="Stealth" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Stealth Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Stealth Misc" charelem="26" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="26" />
         </Stat>

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

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

         <Stat value="11" >
            <alias name="Streetwise" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Streetwise Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Streetwise Misc" charelem="26" />
         </Stat>

         <Stat value="5" >
            <alias name="Streetwise Trained" />
            <statadd type="trained" Level="1" value="5" charelem="30" />
         </Stat>

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

         <Stat value="8" >
            <alias name="Thievery" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Thievery Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Thievery Misc" charelem="26" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="26" />
         </Stat>

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

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

         <Stat value="15" >
            <alias name="Athletics" />
            <statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="26" />
            <statadd type="Ability" Level="1" value="1" statlink="Strength" abilmod="true" charelem="26" />
            <statadd Level="1" value="1" statlink="Athletics Trained" charelem="26" />
            <statadd Level="1" value="1" statlink="Athletics Misc" charelem="26" />
            <statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="26" />
         </Stat>

         <Stat value="5" >
            <alias name="Athletics Trained" />
            <statadd type="trained" Level="1" value="5" charelem="31" />
         </Stat>

         <Stat value="2" >
            <alias name="Athletics Misc" />
            <statadd type="Racial" Level="1" value="2" charelem="32" />
         </Stat>

         <Stat value="18" >
            <alias name="Passive Perception" />
            <statadd Level="1" value="1" statlink="Perception" charelem="26" />
            <statadd Level="1" value="10" charelem="26" />
         </Stat>

         <Stat value="23" >
            <alias name="Passive Insight" />
            <statadd Level="1" value="1" statlink="Insight" charelem="26" />
            <statadd Level="1" value="10" charelem="26" />
         </Stat>

         <Stat value="6" >
            <alias name="Speed" />
            <statadd Level="1" value="7" charelem="33" />
            <statadd type="Armor" Level="13" value="-1" charelem="10" />
         </Stat>

         <Stat value="0" >
            <alias name="Average Height" />
            <statadd String="5&apos; 4&quot;-6&apos; 6&quot;" Level="1" value="0" />
         </Stat>

         <Stat value="0" >
            <alias name="Average Weight" />
            <statadd String="180-240 lb." Level="1" value="0" />
         </Stat>

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

         <Stat value="2" >
            <alias name="Language Count" />
            <statadd Level="1" value="1" charelem="34" />
            <statadd Level="1" value="1" charelem="35" />
         </Stat>

         <Stat value="0" >
            <alias name="_CLASSNAME" />
            <statadd String="ID_FMP_CLASS_124" Level="1" value="0" />
         </Stat>

         <Stat value="6" >
            <alias name="_PER-LEVEL-HPS" />
            <statadd Level="1" value="6" charelem="25" />
         </Stat>

         <Stat value="9" >
            <alias name="Power Points" />
            <statadd Level="1" value="2" charelem="36" />
            <statadd Level="1" requires="3 level" value="2" charelem="36" />
            <statadd Level="1" requires="7 level" value="2" charelem="36" />
            <statadd Level="1" requires="13 level" value="1" charelem="36" />
            <statadd Level="1" requires="17 level" value="2" charelem="36" />
            <statadd Level="1" requires="21 level" value="2" charelem="36" />
            <statadd Level="1" requires="23 level" value="2" charelem="36" />
            <statadd Level="1" requires="27 level" value="2" charelem="36" />
            <statadd Level="11" value="2" charelem="37" />
         </Stat>

         <Stat value="2" >
            <alias name="Heavy Blade Expertise" />
            <statadd Level="4" value="1" charelem="9" />
            <statadd Level="4" requires="Paragon Tier" value="1" charelem="9" />
            <statadd Level="4" requires="Epic Tier" value="1" charelem="9" />
         </Stat>

         <Stat value="2" >
            <alias name="weapon,heavy blade group:attack" />
            <statadd type="Feat" Level="4" value="1" statlink="Heavy Blade Expertise" charelem="9" />
         </Stat>

         <Stat value="7" >
            <alias name="Death Saving Throws" />
            <statadd type="Feat" Level="8" value="5" charelem="38" />
            <statadd type="item" Level="13" value="2" charelem="12" />
         </Stat>

         <Stat value="0" >
            <alias name="Action Point" />
            <statadd String="Indomitable Iron:When you spend an action point to take an extra action, you gain a +4 bonus to AC and damage rolls until the end of your next turn." Level="11" value="0" />
         </Stat>

         <Stat value="3" >
            <alias name="Superior Will" />
            <statadd Level="12" value="2" charelem="13" />
            <statadd Level="12" requires="Paragon Tier" value="1" charelem="13" />
            <statadd Level="12" requires="Epic Tier" value="1" charelem="13" />
         </Stat>

         <Stat value="8" >
            <alias name="Hybrid Power Points" />
            <statadd value="8" />
         </Stat>

         <Stat value="133" >
            <alias name="Weight" />
            <statadd value="133" />
         </Stat>

         <Stat value="0" >
            <alias name="attack rolls" />
            <statadd type="item" Level="13" conditional="to bull rush attacks" value="2" charelem="39" />
            <statadd Level="13" requires="!Armor Proficiency (Scale)" value="-2" charelem="10" />
         </Stat>

         <Stat value="3" >
            <alias name="Armor Enhancement Bonus" />
            <statadd Level="13" value="3" charelem="11" />
         </Stat>

         <Stat value="4" >
            <alias name="melee:damage" />
            <statadd type="item" Level="13" value="4" charelem="40" />
         </Stat>

      </StatBlock>

      <!--
         The list of all rules elements the character has, after taking into
         account retraining, multiclass power swapping, etc.
      -->
      <RulesElementTally>
         <RulesElement name="1" type="Level" internal-id="ID_INTERNAL_LEVEL_1" charelem="8" legality="rules-legal" >
            <specific name="XP Needed" > 1000 </specific>
         </RulesElement>
         <RulesElement name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" charelem="41" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="SkillRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_SKILLRULES" charelem="26" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Acrobatics" type="Skill" internal-id="ID_FMP_SKILL_1" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" charelem="42" legality="rules-legal" >
            <specific name="Key Ability" > Dexterity </specific>
         Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall.	Moving across a surface that is slippery doesn&apos;t usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it.
         </RulesElement>
         <RulesElement name="Arcana" type="Skill" internal-id="ID_FMP_SKILL_2" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" charelem="43" legality="rules-legal" >
            <specific name="Key Ability" > Intelligence </specific>
         The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena.
         </RulesElement>
         <RulesElement name="Bluff" type="Skill" internal-id="ID_FMP_SKILL_3" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" charelem="44" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         Characters use the Bluff skill to make what&apos;s false seem true, what&apos;s outrageous seem plausible, and what&apos;s suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way.
         </RulesElement>
         <RulesElement name="Diplomacy" type="Skill" internal-id="ID_FMP_SKILL_6" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" charelem="45" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a  diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith.
         </RulesElement>
         <RulesElement name="Dungeoneering" type="Skill" internal-id="ID_FMP_SKILL_7" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" charelem="46" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one&apos;s way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark.	Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm.
         </RulesElement>
         <RulesElement name="Endurance" type="Skill" internal-id="ID_FMP_SKILL_8" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" charelem="47" legality="rules-legal" >
            <specific name="Key Ability" > Constitution </specific>
         The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects.	Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks.
         </RulesElement>
         <RulesElement name="Heal" type="Skill" internal-id="ID_FMP_SKILL_9" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" charelem="48" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Heal skill is used to help others recover from wounds or debilitating conditions, including disease.
         </RulesElement>
         <RulesElement name="History" type="Skill" internal-id="ID_FMP_SKILL_11" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" charelem="49" legality="rules-legal" >
            <specific name="Key Ability" > Intelligence </specific>
         The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events.	Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information.	Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”).
         </RulesElement>
         <RulesElement name="Insight" type="Skill" internal-id="ID_FMP_SKILL_13" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" charelem="50" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.)	Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force.	When a creature uses Insight, it is making a best guess about another creature&apos;s motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving.
         </RulesElement>
         <RulesElement name="Intimidate" type="Skill" internal-id="ID_FMP_SKILL_14" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" charelem="51" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can&apos;t intimidate adventurers.)
         </RulesElement>
         <RulesElement name="Nature" type="Skill" internal-id="ID_FMP_SKILL_16" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" charelem="52" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. 	Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study.
         </RulesElement>
         <RulesElement name="Perception" type="Skill" internal-id="ID_FMP_SKILL_17" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" charelem="53" legality="rules-legal" >
            <specific name="Key Ability" > Wisdom </specific>
         The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object.	In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty.
         </RulesElement>
         <RulesElement name="Religion" type="Skill" internal-id="ID_FMP_SKILL_18" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" charelem="54" legality="rules-legal" >
            <specific name="Key Ability" > Intelligence </specific>
         The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane.	Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study.
         </RulesElement>
         <RulesElement name="Stealth" type="Skill" internal-id="ID_FMP_SKILL_20" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" charelem="55" legality="rules-legal" >
            <specific name="Key Ability" > Dexterity </specific>
         Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
         </RulesElement>
         <RulesElement name="Streetwise" type="Skill" internal-id="ID_FMP_SKILL_21" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" charelem="56" legality="rules-legal" >
            <specific name="Key Ability" > Charisma </specific>
         The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements.	When in a settlement, make a Streetwise check to find out what&apos;s going on, who the movers and shakers are, where to get the best deals, and where the dangers are.
         </RulesElement>
         <RulesElement name="Thievery" type="Skill" internal-id="ID_FMP_SKILL_23" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" charelem="57" legality="rules-legal" >
            <specific name="Key Ability" > Dexterity </specific>
         The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.	The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.
         </RulesElement>
         <RulesElement name="Athletics" type="Skill" internal-id="ID_FMP_SKILL_27" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" charelem="58" legality="rules-legal" >
            <specific name="Key Ability" > Strength </specific>
         Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
         </RulesElement>
         <RulesElement name="Heroic" type="Tier" internal-id="ID_INTERNAL_TIER_HEROIC" charelem="59" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Melee Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" charelem="60" legality="rules-legal" >
            <specific name="Flavor" > You resort to the simple attack you learned when you first picked up a melee weapon. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Basic Attack </specific>
            <specific name="Keywords" > Weapon </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Melee weapon </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Strength vs. AC </specific>
            <specific name="Hit" > 1[W] + Strength modifier damage. </specific>
            <specific name="	Level 21" > 2[W] + Strength modifier damage. </specific>
         </RulesElement>
         <RulesElement name="Ranged Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_RANGED_BASIC_ATTACK" charelem="61" legality="rules-legal" >
            <specific name="Flavor" > You resort to the simple attack you learned when you first picked up a ranged weapon. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Basic Attack </specific>
            <specific name="Keywords" > Weapon </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Ranged weapon </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Dexterity vs. AC </specific>
            <specific name="Hit" > 1[W] + Dexterity modifier damage. </specific>
            <specific name="	Level 21" > 2[W] + Dexterity modifier damage. </specific>
         </RulesElement>
         <RulesElement name="DetailsRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_DETAILSRULES" charelem="62" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="male" type="Gender" internal-id="ID_INTERNAL_GENDER_MALE" charelem="63" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion1" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION1" charelem="64" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Background Benefit" type="Internal" internal-id="ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT" charelem="65" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion2" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION2" charelem="66" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion3" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION3" charelem="67" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion4" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION4" charelem="68" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Expansion5" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION5" charelem="69" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Thri-Kreen" type="Race" internal-id="ID_FMP_RACE_51" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=51" charelem="33" legality="rules-legal" >
            <specific name="Flavor" > Alien to most people of Athas, these desert-dwelling creatures live for the thrill of the hunt </specific>
            <specific name="Size" > Medium </specific>
            <specific name="Speed" > 7 squares </specific>
            <specific name="Characteristics" > Distinctive, dutiful, inscrutable, observant, predatory, single-minded, tough </specific>
            <specific name="Physical Qualities" > The insectoid thri-kreen have six limbs and are covered in tough, sandy-colored chitinous plates. Their lowest pair of limbs is used as legs, and their upper pair of limbs serves as arms. The middle set of limbs is small but nimble, and the kreen use them for fine manipulation, leaving heavy work to the stronger upper arms. Both middle and upper hands have three clawed fingers and one opposable thumb. In combat, thri-kreen hold weapons or shields in their upper limbs, since the middle pair lacks the strength and using both sets of limbs would be awkward and unwieldy.Swift and athletic, thri-kreen are natural climbers and jumpers. Their wedge-shaped heads have large compound eyes, two (mostly vestigial) antennae, and powerful mandibles. They can speak an oddly accented form of Common but prefer their own language, which is easier to pronounce with their mouth parts.Thri-kreen have short life spans and rarely reach 30 years of age. </specific>
            <specific name="Playing" > Thri-kreen minds, behavior, and physiology often seem bizarre to members of other races. Most Athasians don&apos;t understand the kreen and find them more than a little threatening. However, despite their fierce appearance, the insectlike humanoids can be loyal and courageous companions. Thri-kreen have most of the same needs and morals as do other races; they simply prioritize those needs and morals differently. Most important, thri-kreen judge others solely on physical and mental ability. The lazy and weak deserve contempt, regardless of race; likewise, strength and cleverness merit respect no matter who demonstrates these qualities.Thri-kreen view everything through the lens of the hunt and the predator-prey relationship. Their basic social units are the clutch and the pack. A clutch is a small group (of no more than six) to which an individual kreen has a close bond. The concept of the clutch combines “team,” “friends,” and “family.” Every thri-kreen has a birth clutch that consists of all surviving members of the group of eggs from which it hatched. Later in life, each kreen forms one or more other clutches, perhaps centered around adventuring groups or specialized hunting parties. A pack is a larger social unit that consists of any number of clutches. If deprived of a clutch, a thri-kreen is biologically compelled to seek out a new group to join.Obeying their pack instincts, thri-kreen try to find their place in any group. They use a series of challenges to determine the pecking order, assessing their possible clutchmates in secret or, when necessary, demanding trial by combat. Thri-kreen seize leadership of groups in which they&apos;re the strongest members, but they are willing to accept subordinate roles in the presence of powerful allies. They take orders from the pack or clutch leader without hesitation, eager to fulfill the duties of their position in the hierarchy. Despite the apparent autocracy of a kreen group, any member is free to voice its opinion and offer advice. Indeed, each thri-kreen is expected to have expertise in matters the others do not. All can and must contribute to the good of the clutch and the success of the hunt.In thri-kreen culture, the hunt is pervasive and crucial, and combat is just another kind of hunt. Thri-kreen rarely fight out of malice and see no need for aggression unless it is the best means of obtaining the resources they need to survive. Self-defense is another matter—a thri-kreen who has been attacked can&apos;t fathom any response other than a violent counterattack. After a victorious battle, a kreen&apos;s first instinct is to collect any useful possessions that belonged to the attacker or (in the case of beasts) to harvest the body for food.Many thri-kreen develop psionic abilities. Those who fully pursue these gifts often become monks or battleminds, taking advantage of their physical talents. Some attribute this natural ability to the thri-kreen&apos;s racial memory. Each member of the race is born with the clutch mentality and an innate knowledge of the thri-kreen language. When a thri-kreen encounters a place or item that played an important part in kreen history, it might see flashes of the past—an upwelling of racial memories long suppressed but present in all kreen. </specific>
            <specific name="Vision" > Low-light </specific>
            <specific name="Average Height" > 5&apos; 4&quot;-6&apos; 6&quot; </specific>
            <specific name="Average Weight" > 180-240 lb. </specific>
            <specific name="Ability Scores" > +2 Dexterity, +2 Strength or +2 Wisdom </specific>
            <specific name="Languages" > Common, Thri-kreen </specific>
            <specific name="Skill Bonuses" > +2 Athletics, +2 Nature </specific>
            <specific name="Short Description" > These fierce insectoid creatures are swift and athletic, and value those who exhibit mental and physical competence. </specific>
            <specific name="Names" > Cha&apos;ka, Chuka-tet, Drik-chkit, Hakka, Ka&apos;cha, Ka&apos;tho, Kacht-ta, Kat&apos;chka, Lakta-cho, Pak&apos;cha, Pik-ik-cha, Sa&apos;Relka, T&apos;Chai, Tak-tha </specific>
            <specific name="Racial Traits" > ID_FMP_RACIAL_TRAIT_2490, ID_FMP_RACIAL_TRAIT_2491, ID_FMP_RACIAL_TRAIT_2492, ID_FMP_RACIAL_TRAIT_2493 </specific>
         Thri-kreen are mantislike humanoids that hunt in packs throughout the wastes of Athas. They have adapted to the harsh climate and are experts at surviving with only scarce resources. Thri-kreen are physically nimble, and many also have psionic abilities.

Play a Thri-Kreen if you want ...
• to be a pragmatic hunter who knows how to survive in a harsh world.• to roleplay a race with beliefs and practices far different from those of humans.• to be a member of a race that favors the monk, druid, and ranger classes.
         </RulesElement>
         <RulesElement name="Thri-Kreen" type="Grants" internal-id="ID_INTERNAL_GRANTS_THRI-KREEN" charelem="70" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_RACE_51 </specific>
         </RulesElement>
         <RulesElement name="Medium" type="Size" internal-id="ID_INTERNAL_SIZE_MEDIUM" charelem="71" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Low-light" type="Vision" internal-id="ID_INTERNAL_VISION_LOW-LIGHT" charelem="72" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Multiple Arms" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2490" charelem="73" legality="rules-legal" >
            <specific name="Short Description" > Draw or sheathe a weapon as free action 1/turn </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Class" > ID_FMP_RACE_51 </specific>
         Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.
         </RulesElement>
         <RulesElement name="Natural Jumper" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2491" charelem="74" legality="rules-legal" >
            <specific name="Short Description" > You are always considered to have a running start when jumping </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Class" > ID_FMP_RACE_51 </specific>
         A thri-kreen is always considered to have a running start when jumping.
         </RulesElement>
         <RulesElement name="Torpor" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2492" charelem="75" legality="rules-legal" >
            <specific name="Short Description" > Enter aware torpid state 4 hours instead of sleep </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Class" > ID_FMP_RACE_51 </specific>
         Rather than sleep, thri-kreen enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours of torpor (rather than 6 hours of sleep) to gain the benefit of an extended rest.
         </RulesElement>
         <RulesElement name="Thri-kreen Claws" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2493" charelem="76" legality="rules-legal" >
            <specific name="Short Description" > Gain the thri-kreen claws power </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_11739 </specific>
            <specific name="Type" > Encounter </specific>
            <specific name="Class" > ID_FMP_RACE_51 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_11739 </specific>
         You have the thri-kreen claws power.
         </RulesElement>
         <RulesElement name="Thri-kreen Claws" type="Power" internal-id="ID_FMP_POWER_11739" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11739" charelem="77" legality="rules-legal" >
            <specific name="Flavor" > You quickly lash out with all your claws, tearing at nearby enemies. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Thri-Kreen Racial Power </specific>
            <specific name="Keywords" />
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Melee 1 </specific>
            <specific name="Target" > One, two, or three enemies </specific>
            <specific name="Attack" > Strength + 3 vs. AC, Dexterity + 3 vs. AC, or Wisdom + 3 vs. ACLevel 11: Strength + 6 vs. AC, Dexterity + 6 vs. AC, or Wisdom + 6 vs. ACLevel 21: Strength + 9 vs. AC, Dexterity + 9 vs. AC, or Wisdom + 9 vs. AC </specific>
            <specific name="Hit" > 1d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets.Level 11: 2d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damageLevel 21: 3d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage. </specific>
            <specific name="_ParentFeature" > ID_FMP_RACIAL_TRAIT_2493 </specific>
            <specific name="Class" > ID_FMP_RACE_51 </specific>
         </RulesElement>
         <RulesElement name="Dexterity" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" charelem="5" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Common" type="Language" internal-id="ID_FMP_LANGUAGE_1" charelem="34" legality="rules-legal" >
         Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
         </RulesElement>
         <RulesElement name="Thri-Kreen" type="Language" internal-id="ID_FMP_LANGUAGE_43" charelem="35" legality="rules-legal" >
         The Thri-kreen language, unique to the mantis folk, includes rasps, buzzes, and clicks that members of other races find difficult to duplicate. Most thri-kreen in the Tyr Region do not read or write; the Chachik script is an art preserved only in the thri-kreen homelands in the far west.
         </RulesElement>
         <RulesElement name="Athletics Bonus" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_ATHLETICS_BONUS" charelem="32" legality="rules-legal" >
            <specific name="_CS_ShortDescription" > @ </specific>
         Gain a +2 racial bonus to Athletics.
         </RulesElement>
         <RulesElement name="Nature Bonus" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" charelem="29" legality="rules-legal" >
            <specific name="_CS_ShortDescription" > @ </specific>
         Gain a +2 racial bonus to Nature.
         </RulesElement>
         <RulesElement name="Wisdom" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_WISDOM" charelem="7" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Battlemind" type="Class" internal-id="ID_FMP_CLASS_124" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=124" charelem="25" legality="rules-legal" >
            <specific name="Flavor" > “My mind is a far deadlier weapon than some ill-crafted bit of iron.” </specific>
            <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" > +2 Will </specific>
            <specific name="Hit Points at 1st Level" > 15+ Constitution Score </specific>
            <specific name="Hit Points per Level Gained" > 6 </specific>
            <specific name="Healing Surges" > 9+ Constitution Modifier </specific>
            <specific name="Trained Skills" > From the class skills list below, choose 3 trained skills at 1st level. </specific>
            <specific name="Class Skills" > Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha) </specific>
            <specific name="Build Options" > Harrier Battlemind, Quick Battlemind, Resilient Battlemind, Wild Battlemind </specific>
            <specific name="_PARSED_CLASS_FEATURE" > Psionic Augmentation, Psionic Defense, Psionic Study </specific>
            <specific name="Role" > Defender. You are tough and fast, while your mastery of psionic magic allows you to outwit your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role. </specific>
            <specific name="Power Source" > Psionic. You are a psionic warrior, a weapon master who combines physical might and a cunning intellect. </specific>
            <specific name="Creating" > Battleminds rely on Constitution, Charisma, and Wisdom for their powers. You can choose any powers you like, but many battleminds choose powers that complement their choice of combat style. </specific>
            <specific name="Class Features" > Battleminds have the following class features. </specific>
            <specific name="Supplemental" > BATTLEMIND OVERVIEWCharacteristics: Your heavy armor allows you to take on your enemies&apos; attacks without fear, and your melee attacks that are augmented by psionic magic let you control your enemies like puppets and set them up for defeat. You excel at controlling the battle line and forcing enemies to fight you while your allies wreak havoc.Religion: Battleminds who live up to this class&apos;s renowned arrogance rarely pray to the gods, and stories abound of battleminds whose ill luck could be placed at the feet of their impiety. Those battleminds who do follow the gods typically revere Kord for his martial skill and strength, Bahamut for his practice of justice, or Ioun for being the originator of psionic magic.Races: Half-elves are ideal quick battleminds, channeling their natural Charisma into psionic alacrity. Goliaths&apos; sheer physical power makes them well suited for this class, and many gnome and tiefling warriors are drawn to the guile and trickery of some battlemind powers. </specific>
            <specific name="Powers" > Your powers are called disciplines; they combine your fighting ability with your mastery of psionic magic. You can plant images in a foe&apos;s mind and use psionic power to lend unmatched speed and strength to your weapon blows. </specific>
            <specific name="Power Name" > Disciplines </specific>
            <specific name="_RoleElement" > ID_FMP_ROLE_4 </specific>
            <specific name="_PowerSourceElement" > ID_FMP_POWER_SOURCE_5 </specific>
            <specific name="Short Description" > A hardy warrior, you use psionic power to transform yourself into a living weapon. </specific>
         As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conflicts.You might not share your fellow battleminds&apos; arrogance, but you do have access to an array of combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit of plate armor can.Let those who would stand against your might quiver in terror when you approach, for you are a battlemind, and supremacy in combat is your birthright.
         </RulesElement>
         <RulesElement name="Battlemind" type="Grants" internal-id="ID_INTERNAL_GRANTS_BATTLEMIND" charelem="78" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_CLASS_124 </specific>
         </RulesElement>
         <RulesElement name="Psionic First Class" type="Internal" internal-id="ID_INTERNAL_INTERNAL_PSIONIC_FIRST_CLASS" charelem="79" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Defender" type="Role" internal-id="ID_FMP_ROLE_4" charelem="80" legality="rules-legal" >
         Defenders have the highest defenses in the game and good close-up offense. They are the party&apos;s front-line combatants; wherever they&apos;re standing, that&apos;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="Psionic" type="Power Source" internal-id="ID_FMP_POWER_SOURCE_5" charelem="81" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Armor Proficiency (Cloth)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" charelem="82" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Armor Proficiency (Leather)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" charelem="83" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Armor Proficiency (Hide)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(HIDE)" charelem="84" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Armor Proficiency (Chainmail)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CHAINMAIL)" charelem="85" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Armor Proficiency (Scale)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(SCALE)" charelem="86" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Shield Proficiency (Heavy)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SHIELD_PROFICIENCY_(HEAVY)" charelem="87" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Shield Proficiency (Light)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SHIELD_PROFICIENCY_(LIGHT)" charelem="88" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Simple Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" charelem="89" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Club)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLUB)" charelem="90" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Dagger)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" charelem="91" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Javelin)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(JAVELIN)" charelem="92" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MACE)" charelem="93" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sickle)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SICKLE)" charelem="94" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPEAR)" charelem="95" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Greatclub)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATCLUB)" charelem="96" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Morningstar)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MORNINGSTAR)" charelem="97" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Quarterstaff)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" charelem="98" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Scythe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCYTHE)" charelem="99" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Spiked gauntlet)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPIKED_GAUNTLET)" charelem="100" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Talid)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TALID)" charelem="101" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Widow&apos;s knife)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WIDOW&apos;S_KNIFE)" charelem="102" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Wrist razors)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WRIST_RAZORS)" charelem="103" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Light mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_MACE)" charelem="104" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Short spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SPEAR)" charelem="105" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Claw Fighter Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLAW_FIGHTER_CLAW)" charelem="106" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Shadowblade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHADOWBLADE)" charelem="107" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Climbing Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLIMBING_CLAW)" charelem="108" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Dragontooth Shield (Heroic Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DRAGONTOOTH_SHIELD_(HEROIC_TIER))" charelem="109" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Fighting Shield (Heroic Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FIGHTING_SHIELD_(HEROIC_TIER))" charelem="110" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Soul Shield (Paragon Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SOUL_SHIELD_(PARAGON_TIER))" charelem="111" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sun Shield (Paragon Tier))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SUN_SHIELD_(PARAGON_TIER))" charelem="112" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Rod of Seven Parts (Weapon))" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(ROD_OF_SEVEN_PARTS_(WEAPON))" charelem="113" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Military Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_MILITARY_MELEE" charelem="114" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Battleaxe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BATTLEAXE)" charelem="115" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Handaxe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HANDAXE)" charelem="116" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Flail)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FLAIL)" charelem="117" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Throwing hammer)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(THROWING_HAMMER)" charelem="118" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Warhammer)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WARHAMMER)" charelem="119" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (War Pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WAR_PICK)" charelem="120" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Scimitar)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCIMITAR)" charelem="121" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Longsword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSWORD)" charelem="122" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Short sword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SWORD)" charelem="123" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Greataxe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATAXE)" charelem="124" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Heavy flail)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HEAVY_FLAIL)" charelem="125" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Glaive)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GLAIVE)" charelem="126" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Halberd)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HALBERD)" charelem="127" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Maul)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MAUL)" charelem="128" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Longspear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSPEAR)" charelem="129" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Greatsword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATSWORD)" charelem="130" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Rapier)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(RAPIER)" charelem="131" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Falchion)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FALCHION)" charelem="132" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Broadsword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BROADSWORD)" charelem="133" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Khopesh)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(KHOPESH)" charelem="134" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Light war pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_WAR_PICK)" charelem="135" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Scourge)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCOURGE)" charelem="136" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Trident)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TRIDENT)" charelem="137" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Heavy war pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HEAVY_WAR_PICK)" charelem="138" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Alhulak)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(ALHULAK)" charelem="139" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Carrikal)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CARRIKAL)" charelem="140" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Trikal)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TRIKAL)" charelem="141" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Blade of Winter&apos;s Mourning)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADE_OF_WINTER&apos;S_MOURNING)" charelem="142" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Blade of Annihilation)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADE_OF_ANNIHILATION)" charelem="143" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Starshadow Blade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(STARSHADOW_BLADE)" charelem="144" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sword of the White Well)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SWORD_OF_THE_WHITE_WELL)" charelem="145" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Scourge of Exquisite Agony)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCOURGE_OF_EXQUISITE_AGONY)" charelem="146" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Lance)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LANCE)" charelem="147" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Pike)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(PIKE)" charelem="148" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Feral Armor Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FERAL_ARMOR_CLAW)" charelem="149" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Blade of Chaos)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADE_OF_CHAOS)" charelem="150" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Simple Ranged" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" charelem="151" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Hand crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HAND_CROSSBOW)" charelem="152" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Sling)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SLING)" charelem="153" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CROSSBOW)" charelem="154" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Repeating crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(REPEATING_CROSSBOW)" charelem="155" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Weapon Proficiency (Dejada)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DEJADA)" charelem="156" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Psionic Augmentation" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1812" charelem="157" legality="rules-legal" >
            <specific name="Short Description" > Gain augmentable at-wills instead of encounter powers. </specific>
            <specific name="Level" > 1 </specific>
         Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power—represented in the game as power points—that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use.	Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.	At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don&apos;t start with any encounter attack powers from your class. You can instead augment your class at-will attack powers using power points. These powers have the augmentable keyword.	You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both powers must be augmentable and from this class.	Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.	You regain all your power points when you take a short or an extended rest.&lt;table&gt;Level	At-Will Attack Powers	Power Points1	Choose two	Gain 23	Choose one	Gain 2 (4 total)7	Replace one	Gain 2 (6 total)13	Replace one	Gain 1 (7 total)17	Replace one	Gain 2 (9 total)21	—	Gain 2 (11 total)23	Replace one	Gain 2 (13 total)27	Replace one	Gain 2 (15 total)&lt;/table&gt;The Augmentable KeywordA power that has the augmentable keyword has optional augmentations, which you can use at the cost of power points. An augmentable power follows these rules, unless the power&apos;s description says otherwise.	Decide First: You must decide whether and how to augment an augmentable power when you choose to use the power, before you make any attack rolls or apply any of the power&apos;s effects.	Power Point Cost: An augmentation specifies its cost in power points. For example, “Augment 1” means you must spend 1 power point to use an augmentation. You must spend the required power points when you decide to use the augmentation.	One at a Time: You can use only one of a power&apos;s augmentations at a time, so you can&apos;t, for example, spend 3 power points to gain both the 1-point and the 2-point augmentation for a single power.	Replace Base Effects: When you augment a power, any change to the power is noted in the augmentation and replaces specific entries in the base power. An augmented version of a power is otherwise identical to the base power.	At-Will Attack Powers: When a power or some other effect lets you use an at-will attack power, you can choose to use one of your augmentable at-will attack powers, but you must use it unaugmented.	When a racial trait grants you an at-will attack power of your choice and you choose an augmentable at-will attack power, the power loses its augmentations. However, the power does not lose the augmentable keyword. This means the power is unaugmented when you use it, unless you augment it by some other means.
         </RulesElement>
         <RulesElement name="Augment Powers" type="Internal" internal-id="ID_INTERNAL_INTERNAL_AUGMENT_POWERS" charelem="36" legality="rules-legal" >
         A class that chooses augmentable at-will powers in place of encounter powers, such as the psion.
         </RulesElement>
         <RulesElement name="No Encounter Powers" type="Internal" internal-id="ID_INTERNAL_INTERNAL_NO_ENCOUNTER_POWERS" charelem="158" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="No Level 1 Encounter Power" type="Internal" internal-id="ID_INTERNAL_INTERNAL_NO_LEVEL_1_ENCOUNTER_POWER" charelem="159" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Psionic Defense" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_764" charelem="160" legality="rules-legal" >
            <specific name="Short Description" > Gain battlemind&apos;s demand, blurred step, and mind spike powers </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_10438,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,ID_FMP_POWER_10439,ID_FMP_POWER_10440 </specific>
         Three powers—battlemind&apos;s demand, blurred step, and mind spike—help you maintain tactical superiority in combat. You can use these psionic powers to demand your enemies&apos; attention, follow them if they try to avoid you, and punish them if they attack your allies. This combination of mental compulsion and psionic enhancement of your own capabilities makes you a force to be reckoned with in battle.
         </RulesElement>
         <RulesElement name="Battlemind&apos;s Demand" type="Power" internal-id="ID_FMP_POWER_10438" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10438" charelem="161" legality="rules-legal" >
            <specific name="Flavor" > You draw your foe&apos;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&apos;S_DEMAND_(AUGMENT_0),ID_INTERNAL_POWER_BATTLEMIND&apos;S_DEMAND_(AUGMENT_1) </specific>
         </RulesElement>
         <RulesElement name="Blurred Step" type="Power" internal-id="ID_FMP_POWER_10439" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10439" charelem="162" legality="rules-legal" >
            <specific name="Flavor" > You bend reality with the power of your mind, flashing across the space between you and your enemy. </specific>
            <specific name="Power Usage" > At-Will </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" > An adjacent enemy marked by you shifts </specific>
            <specific name="Effect" > You shift 1 square. </specific>
            <specific name="Special" > You can use this power only once per turn. </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="Mind Spike" type="Power" internal-id="ID_FMP_POWER_10440" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10440" charelem="163" legality="rules-legal" >
            <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&apos;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 Study" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2175" charelem="164" legality="rules-legal" >
            <specific name="Level" > 1 </specific>
            <specific name="_PARSED_SUB_FEATURES" > ID_FMP_CLASS_FEATURE_765, ID_FMP_CLASS_FEATURE_2353, ID_FMP_CLASS_FEATURE_2662, ID_FMP_CLASS_FEATURE_2936 </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.
         </RulesElement>
         <RulesElement name="Persistent Harrier" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2936" charelem="165" legality="rules-legal" >
            <specific name="Short Description" > Gain the persistent harrier power </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Powers" > ID_FMP_POWER_13024 </specific>
            <specific name="Type" > Encounter </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_13024 </specific>
         You gain the persistent harrier power, which reflects the ease with which you can outmaneuver your opponents.
         </RulesElement>
         <RulesElement name="Persistent Harrier" type="Power" internal-id="ID_FMP_POWER_13024" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13024" charelem="166" legality="rules-legal" >
            <specific name="Flavor" > You slip the bonds of space to strike back at even a distant opponent. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Battlemind Feature </specific>
            <specific name="Keywords" > Psionic, Teleportation, Weapon </specific>
            <specific name="Action Type" > Immediate Reaction </specific>
            <specific name="Attack Type" > Melee weapon </specific>
            <specific name="Trigger" > An enemy hits or misses you with an attack for the first time during an encounter </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Special" > You can attack the target with this melee attack even if the target is outside your melee reach. </specific>
            <specific name="Attack" > Constitution vs. AC </specific>
            <specific name="Hit" > 1[W] + Constitution modifier damage, and you teleport to a square adjacent to the enemy.	Level 21: 2[W] + Constitution modifier damage. </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_2936 </specific>
         </RulesElement>
         <RulesElement name="Battlemind Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_BATTLEMIND_IMPLEMENTS" charelem="167" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_CLASS_124 </specific>
         </RulesElement>
         <RulesElement name="Endurance" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ENDURANCE" charelem="27" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Insight" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_INSIGHT" charelem="28" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Athletics" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ATHLETICS" charelem="31" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Wrathful Warrior" type="Feat" internal-id="ID_FMP_FEAT_2550" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2550" charelem="168" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Fighter: training in one class skill, temporary hp when hit 1/encounter </specific>
            <specific name="Type" > Multiclass Fighter </specific>
         You gain training in one skill from the fighter&apos;s class skills list.Once per encounter, when you are hit by a melee attack or a close attack, you gain temporary hit points equal to your Constitution modifier.
         </RulesElement>
         <RulesElement name="Streetwise" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_STREETWISE" charelem="30" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Fighter" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_FIGHTER" charelem="169" legality="rules-legal" >
            <specific name="_SupportsID" > ID_FMP_CLASS_3 </specific>
         You count as a fighter for meeting prerequisites.
         </RulesElement>
         <RulesElement name="Multiclass" type="Multiclass" internal-id="ID_INTERNAL_MULTICLASS_MULTICLASS" charelem="170" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Aspect of Bitter Ice" type="Power" internal-id="ID_FMP_POWER_13030" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13030" charelem="171" legality="rules-legal" >
            <specific name="Flavor" > Your weapon is rimed with ice as you strike. In the aftermath, you are imbued with a bitter cold that protects you and slows your enemies. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Battlemind Attack 1 </specific>
            <specific name="Keywords" > Augmentable, Cold, Polymorph, 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. Fortitude </specific>
            <specific name="Hit" > 1[W] + Constitution modifier cold damage, you push the target 1 square, and the target is immobilized (save ends). </specific>
            <specific name="Miss" > Half damage, and the target is slowed (save ends). </specific>
            <specific name="Effect" > You assume the aspect of bitter ice until the end of the encounter. While in this aspect, you gain resist 5 cold and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn&apos;t supersede them. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Effect" > Until the start of your next turn, any enemy that starts its turn adjacent to you is slowed until the end of its turn. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_ASPECT_OF_BITTER_ICE_(AUGMENT_0),ID_INTERNAL_POWER_ASPECT_OF_BITTER_ICE_(AUGMENT_1) </specific>
         </RulesElement>
         <RulesElement name="2" type="Level" internal-id="ID_INTERNAL_LEVEL_2" charelem="14" legality="rules-legal" >
            <specific name="XP Needed" > 1250 </specific>
         </RulesElement>
         <RulesElement name="Feather Step" type="Power" internal-id="ID_FMP_POWER_2625" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2625" charelem="172" legality="rules-legal" >
            <specific name="Flavor" > With a focused thought, you lift your body slightly off the ground on a current of psionic energy, allowing you to move over water or broken ground with ease. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Battlemind Utility 2 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Move Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move 3 squares. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 2 </specific>
            <specific name="Power Type" > Utility </specific>
         </RulesElement>
         <RulesElement name="3" type="Level" internal-id="ID_INTERNAL_LEVEL_3" charelem="15" legality="rules-legal" >
            <specific name="XP Needed" > 1500 </specific>
         </RulesElement>
         <RulesElement name="Lodestone Lure" type="Power" internal-id="ID_FMP_POWER_13041" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13041" charelem="173" legality="rules-legal" >
            <specific name="Flavor" > As you raise your weapon, a foe lurches toward you against its will. </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 2 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Constitution vs. Will </specific>
            <specific name="Hit" > Constitution modifier damage, and you must pull the target 1 square. Until the end of your next turn, the target can move only to squares that are adjacent to you. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Attack Type" > Melee 5 </specific>
            <specific name="	Hit" > As above, but you must pull the target 4 squares. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Attack Type" > Melee 5 </specific>
            <specific name="	Hit" > As above, but you must pull the target 4 squares. </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_LODESTONE_LURE_(AUGMENT_0),ID_INTERNAL_POWER_LODESTONE_LURE_(AUGMENT_1),ID_INTERNAL_POWER_LODESTONE_LURE_(AUGMENT_2) </specific>
         </RulesElement>
         <RulesElement name="4" type="Level" internal-id="ID_INTERNAL_LEVEL_4" charelem="16" legality="rules-legal" >
            <specific name="XP Needed" > 1750 </specific>
         </RulesElement>
         <RulesElement name="Heavy Blade Expertise" type="Feat" internal-id="ID_FMP_FEAT_3141" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3141" charelem="9" legality="rules-legal" >
            <specific name="Flavor" > The heavy blade blends accurate attacks and quick parries into a potent package. You have learned to use your weapon to deflect enemies&apos; attacks as you move about the battlefield. </specific>
            <specific name="Short Description" > When wielding a heavy blade: +1/2/3 (by tier) to attack, +2 all defenses vs. opportunity attacks </specific>
            <specific name="_Tags" > Essentials </specific>
            <specific name="Tier" > Heroic </specific>
         You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level.	In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
         </RulesElement>
         <RulesElement name="Constitution" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_CONSTITUTION" charelem="3" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Strength" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_STRENGTH" charelem="1" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="5" type="Level" internal-id="ID_INTERNAL_LEVEL_5" charelem="17" legality="rules-legal" >
            <specific name="XP Needed" > 2000 </specific>
         </RulesElement>
         <RulesElement name="Nightmare Vortex" type="Power" internal-id="ID_FMP_POWER_2631" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2631" charelem="174" legality="rules-legal" >
            <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" type="Level" internal-id="ID_INTERNAL_LEVEL_6" charelem="18" legality="rules-legal" >
            <specific name="XP Needed" > 2500 </specific>
         </RulesElement>
         <RulesElement name="Harrying Step" type="Feat" internal-id="ID_FMP_FEAT_3290" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3290" charelem="175" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Teleport instead of shift with blurred step </specific>
         When you use your blurred step, you can teleport to any square adjacent to the triggering enemy instead of shifting.
         </RulesElement>
         <RulesElement name="Mental Triumph" type="Power" internal-id="ID_FMP_POWER_13048" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13048" charelem="176" legality="rules-legal" >
            <specific name="Flavor" > By the power of your mind, you shrug off the most potent physical effects. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Battlemind Utility 6 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > You cannot be slowed, immobilized, or restrained until the end of the encounter. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 6 </specific>
            <specific name="Power Type" > Utility </specific>
         </RulesElement>
         <RulesElement name="7" type="Level" internal-id="ID_INTERNAL_LEVEL_7" charelem="19" legality="rules-legal" >
            <specific name="XP Needed" > 3000 </specific>
         </RulesElement>
         <RulesElement name="Lightning Rush" type="Power" internal-id="ID_FMP_POWER_2634" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2634" charelem="177" replaces="178" legality="rules-legal" >
            <specific name="Flavor" > Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy&apos;s attack to yourself. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Battlemind Attack 7 </specific>
            <specific name="Keywords" > Augmentable, Psionic, Weapon </specific>
            <specific name="Action Type" > Immediate Interrupt </specific>
            <specific name="Attack Type" > Melee 1 </specific>
            <specific name="Trigger" > An enemy within 5 squares of you targets an ally with an attack </specific>
            <specific name="Effect" > Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Attack" > Constitution vs. AC </specific>
            <specific name="Hit" > 1[W] + Constitution modifier damage. </specific>
            <specific name="Effect" > Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. </specific>
            <specific name="	Effect" > You get your normal standard action on your next turn. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 7 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_0),ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_1),ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_2) </specific>
         </RulesElement>
         <RulesElement name="8" type="Level" internal-id="ID_INTERNAL_LEVEL_8" charelem="20" legality="rules-legal" >
            <specific name="XP Needed" > 3500 </specific>
         </RulesElement>
         <RulesElement name="Disciple of Death" type="Feat" internal-id="ID_FMP_FEAT_3127" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3127" charelem="38" legality="rules-legal" >
            <specific name="Flavor" > The Raven Queen watches over the gates of death and works to ensure that all creatures meet their fates. Your faith that she watches over you provides the determination to survive even the worst perils. </specific>
            <specific name="Short Description" > Gain a +5 feat bonus to death saving throws. </specific>
            <specific name="_Tags" > Essentials </specific>
            <specific name="Tier" > Heroic </specific>
         You gain a +5 feat bonus to death saving throws.
         </RulesElement>
         <RulesElement name="Constitution" type="Ability Increase (Level 8)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_8)_CONSTITUTION" charelem="4" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Dexterity" type="Ability Increase (Level 8)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_8)_DEXTERITY" charelem="6" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="9" type="Level" internal-id="ID_INTERNAL_LEVEL_9" charelem="21" legality="rules-legal" >
            <specific name="XP Needed" > 4000 </specific>
         </RulesElement>
         <RulesElement name="Strength of my Enemy" type="Power" internal-id="ID_FMP_POWER_13059" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13059" charelem="179" legality="rules-legal" >
            <specific name="Flavor" > When your attack weakens a foe, its fleeting strength drives your fury in battle. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Battlemind Attack 9 </specific>
            <specific name="Keywords" > 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. Fortitude </specific>
            <specific name="Hit" > Constitution modifier damage, and the target is weakened (save ends). </specific>
            <specific name="Miss" > The target is weakened until the end of your next turn. </specific>
            <specific name="Effect" > While the target is weakened from this attack, your melee attacks deal 2d6 extra damage. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 9 </specific>
            <specific name="Power Type" > Attack </specific>
         </RulesElement>
         <RulesElement name="10" type="Level" internal-id="ID_INTERNAL_LEVEL_10" charelem="22" legality="rules-legal" >
            <specific name="XP Needed" > 5500 </specific>
         </RulesElement>
         <RulesElement name="Uncanny Senses" type="Power" internal-id="ID_FMP_POWER_13063" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13063" charelem="180" legality="rules-legal" >
            <specific name="Flavor" > Foes try in vain to hide from your heightened senses. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Battlemind Utility 10 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > Until the end of your next turn, you can see invisible creatures and objects, and you gain a +5 power bonus to Insight checks and Perception checks. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 10 </specific>
            <specific name="Power Type" > Utility </specific>
         </RulesElement>
         <RulesElement name="11" type="Level" internal-id="ID_INTERNAL_LEVEL_11" charelem="2" legality="rules-legal" >
            <specific name="XP Needed" > 6000 </specific>
         </RulesElement>
         <RulesElement name="Paragon" type="Tier" internal-id="ID_INTERNAL_TIER_PARAGON" charelem="181" legality="rules-legal" >
         </RulesElement>
         <RulesElement name="Heavy Blade Opportunity" type="Feat" internal-id="ID_FMP_FEAT_314" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=314" charelem="182" legality="rules-legal" >
            <specific name="Tier" > Paragon </specific>
            <specific name="Short Description" > Use at-will power with opportunity attack </specific>
         When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack.
         </RulesElement>
         <RulesElement name="Iron Guardian" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_594" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=594" charelem="183" legality="rules-legal" >
            <specific name="Flavor" > “You&apos;re going to have to hit me a lot harder if you want to get my full attention.” </specific>
            <specific name="Power Name" > Disciplines </specific>
            <specific name="Class Features" > ID_FMP_CLASS_FEATURE_2357, ID_FMP_CLASS_FEATURE_2358, ID_FMP_CLASS_FEATURE_1818, ID_FMP_CLASS_FEATURE_2359 </specific>
            <specific name="Powers" > ID_FMP_POWER_11204,ID_FMP_POWER_11205,ID_FMP_POWER_11206 </specific>
            <specific name="_DisplayPowers" > ID_FMP_POWER_11204,ID_FMP_POWER_11205,ID_FMP_POWER_11206 </specific>
         The mind is more powerful than the body, and none demonstrate this principle better than you. As an iron guardian, you have learned to channel psionic energy into your flesh and bones. With a thought, your skin becomes as hard as iron and your bones become as unbreakable as stone. In battle you&apos;re a juggernaut, capable of withstanding the fiercest attacks and replying with shattering strikes of your own.Your unmatched endurance allows you to stand at the forefront of any battle. You exult in the look of despair that crosses your enemy&apos;s face as blade, arrow, and claw rebound harmlessly off you. With this confidence, you move to the center of any fight, daring your foes to match themselves against you.
         </RulesElement>
         <RulesElement name="Polearm Momentum" type="Feat" internal-id="ID_FMP_FEAT_806" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=806" charelem="184" replaces="185" legality="rules-legal" >
            <specific name="Tier" > Heroic </specific>
            <specific name="Short Description" > Knock pushed or slid enemy prone with polearm </specific>
         Whenever you use a polearm or a spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.
         </RulesElement>
         <RulesElement name="Guardian&apos;s Might" type="Power" internal-id="ID_FMP_POWER_11204" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11204" charelem="186" legality="rules-legal" >
            <specific name="Flavor" > Your weapon fuses with you for a moment as you crash into your enemy and knock it down. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Iron Guardian Attack 11 </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 + Wisdom modifier damage, and you knock the target prone. You then shift 2 squares to a square adjacent to the target. </specific>
            <specific name="Effect" > You gain a +2 power bonus to AC until the end of your next turn. </specific>
            <specific name="Augment" > 2 </specific>
            <specific name="	Target" > One or two creatures </specific>
            <specific name="Class" > ID_FMP_PARAGON_PATH_594 </specific>
            <specific name="Level" > 11 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_GUARDIAN&apos;S_MIGHT_(AUGMENT_0),ID_INTERNAL_POWER_GUARDIAN&apos;S_MIGHT_(AUGMENT_2) </specific>
         </RulesElement>
         <RulesElement name="Paragon Power Points" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1818" charelem="37" legality="rules-legal" >
            <specific name="Short Description" > Gain 2 power points. </specific>
            <specific name="Level" > 11 </specific>
            <specific name="_Tags" > Player&apos;s Handbook 3 </specific>
         You gain 2 additional power points.
         </RulesElement>
         <RulesElement name="Iron Control" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2358" charelem="187" legality="rules-legal" >
            <specific name="Short Description" > Slide enemy 2 squares as a free action after you are pushed or pulled </specific>
            <specific name="Level" > 11 </specific>
         When any enemy pulls or pushes you, you can use a free action to slide that enemy 2 squares after the forced movement.
         </RulesElement>
         <RulesElement name="Indomitable Iron" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2357" charelem="188" legality="rules-legal" >
            <specific name="Short Description" > Spend action point for extra action to gain +4 to AC and damage rolls until end of next turn </specific>
            <specific name="Level" > 11 </specific>
         When you spend an action point to take an extra action, you gain a +4 bonus to AC and damage rolls until the end of your next turn.
         </RulesElement>
         <RulesElement name="12" type="Level" internal-id="ID_INTERNAL_LEVEL_12" charelem="23" legality="rules-legal" >
            <specific name="XP Needed" > 7000 </specific>
         </RulesElement>
         <RulesElement name="Polearm Gamble" type="Feat" internal-id="ID_FMP_FEAT_258" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=258" charelem="189" legality="rules-legal" >
            <specific name="Tier" > Paragon </specific>
            <specific name="Short Description" > Make opportunity attack against adjacent enemy </specific>
            <specific name="Special" > Weapon feat </specific>
         When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy&apos;s turn.
         </RulesElement>
         <RulesElement name="Superior Will" type="Feat" internal-id="ID_FMP_FEAT_3154" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3154" charelem="13" replaces="190" legality="rules-legal" >
            <specific name="Flavor" > You can shrug off attacks that try to seize your mind or leave you senseless. </specific>
            <specific name="Short Description" > +2/3/4 (by tier) to Will. Additional saving throw vs. dazed or stunned at start of turn, even if condition is not (save ends) </specific>
            <specific name="_Tags" > Essentials </specific>
            <specific name="Tier" > Heroic </specific>
         You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.	In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn&apos;t normally end on a save.
         </RulesElement>
         <RulesElement name="Iron Defense" type="Power" internal-id="ID_FMP_POWER_11206" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11206" charelem="191" legality="rules-legal" >
            <specific name="Flavor" > Your skin becomes as hard as iron, allowing you to shrug off even the deadliest blows. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Iron Guardian Utility 12 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > Until the end of your next turn, roll a d20 whenever you take damage. On a 10 or higher, the damage is reduced to 0. Otherwise, the damage is halved. </specific>
            <specific name="Class" > ID_FMP_PARAGON_PATH_594 </specific>
            <specific name="Level" > 12 </specific>
            <specific name="Power Type" > Utility </specific>
         </RulesElement>
         <RulesElement name="13" type="Level" internal-id="ID_INTERNAL_LEVEL_13" charelem="24" legality="rules-legal" >
            <specific name="XP Needed" > 8000 </specific>
         </RulesElement>
         <RulesElement name="Dizzying Strike" type="Power" internal-id="ID_FMP_POWER_11177" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11177" charelem="192" replaces="193" legality="rules-legal" >
            <specific name="Flavor" > You strike your foe with crackling psionic energy, creating an intense vertigo in the foe that throws it off balance. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Battlemind Attack 13 </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 you slide the target 1 square. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > 1[W] + Constitution modifier damage. Until the end of your next turn, when the target attacks any of your allies, you can use a free action to slide the target 1 square after its attack. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > 1[W] + Constitution modifier damage. Until the end of your next turn, when the target attacks any of your allies, you can use a free action to slide the target 1 square after its attack. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 13 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_DIZZYING_STRIKE_(AUGMENT_0),ID_INTERNAL_POWER_DIZZYING_STRIKE_(AUGMENT_1),ID_INTERNAL_POWER_DIZZYING_STRIKE_(AUGMENT_4) </specific>
         </RulesElement>
      </RulesElementTally>


      <!--
         The tally of the character&apos;s loot
      -->
      <LootTally>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Rushing Cleats" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3344" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3344&amp;ftype=1" charelem="39" legality="rules-legal" >
               <specific name="Flavor" > These rawhide boot straps are fitted with spikes. </specific>
               <specific name="Level" > 7 </specific>
               <specific name="Gold" > 2600 </specific>
               <specific name="Magic Item Type" > Feet Slot Item </specific>
               <specific name="Item Slot" > Feet </specific>
               <specific name="_Rarity" > Uncommon </specific>
               <specific name="_Bonus" > +0 </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Property" > Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square. </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" >
               <specific name="Full Text" > GlaiveMilitary two-handed melee weaponCost: 25 gpDamage: 2d4Proficient: +2Weight: 10 lb.With its long, wooden haft that ends in a swordlike cutting blade, the glaive excels at keeping enemies at a distance.Properties: Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.).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.).Polearm (Polearms are weapons mounted at the end of long hafts. All polearms also fall into another category of weapon, usually axe, heavy blade, or spear. Polearms are reach weapons.). </specific>
               <specific name="Weight" > 10 </specific>
               <specific name="Gold" > 25 </specific>
               <specific name="Damage" > 2d4 </specific>
               <specific name="Proficiency Bonus" > 2 </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, polearm </specific>
               <specific name="Properties" > Reach </specific>
            With its long, wooden haft that ends in a swordlike cutting blade, the glaive excels at keeping enemies at a distance.
            </RulesElement>
            <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" >
               <specific name="Flavor" > When you hit with this weapon, you send your foes lurching headlong whichever way you wish. </specific>
               <specific name="Level" > 12 </specific>
               <specific name="Gold" > 13000 </specific>
               <specific name="Magic Item Type" > Weapon </specific>
               <specific name="Critical" > +1d6 damage per plus </specific>
               <specific name="_Rarity" > Uncommon </specific>
               <specific name="_Bonus" > +3 </specific>
               <specific name="_Enhancement" > Attack rolls and damage rolls </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Weapon" > Axe, Flail, Hammer, Heavy Blade, Mace </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_149015 </specific>
               <specific name="Property" > When you use a power with the weapon keyword that slides a target, you can add this weapon&apos;s enhancement bonus to the number of squares the target slides. </specific>
               <specific name="Property" > When you use a power with the weapon keyword that slides a target, you can add this weapon&apos;s enhancement bonus to the number of squares the target slides. </specific>
               <specific name="Power" > Power * Daily (Free Action)
Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon&apos;s enhancement bonus. </specific>
               <specific name="Enhancement" > +3 attack rolls and damage rolls </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Survivor&apos;s Belt" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3819" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3819&amp;ftype=1" charelem="196" legality="rules-legal" >
               <specific name="Flavor" > This belt lets you demonstrate fortune&apos;s favor when you are brought to the brink of death. </specific>
               <specific name="Level" > 11 </specific>
               <specific name="Gold" > 9000 </specific>
               <specific name="Magic Item Type" > Waist Slot Item </specific>
               <specific name="Item Slot" > Waist </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +0 </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Property" > Whenever you make a death saving throw, you can roll twice, using the higher result. </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Adventurer&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=4" charelem="197" legality="rules-legal" >
               <specific name="Full Text" > Adventurer&apos;s KitCategory: GearPrice: 15 gp Weight: 33 lbDescription: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days&apos; worth of trail rations, 50 feet of hempen rope, and a waterskin. </specific>
               <specific name="Weight" > 33 </specific>
               <specific name="Gold" > 15 </specific>
               <specific name="Category" > Gear </specific>
               <specific name="count" > 1 </specific>
            This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days&apos; worth of trail rations, 50 feet of hempen rope, and a waterskin.
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Scale Armor" type="Armor" internal-id="ID_FMP_ARMOR_5" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=2" charelem="198" legality="rules-legal" >
               <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" > 9 </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>
            <RulesElement name="Verve Armor +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1877" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1877&amp;ftype=1" charelem="199" legality="rules-legal" >
               <specific name="Flavor" > This armor protects your body and fortifies your spirit. </specific>
               <specific name="Level" > 4 </specific>
               <specific name="Gold" > 840 </specific>
               <specific name="Magic Item Type" > Armor </specific>
               <specific name="_Rarity" > Uncommon </specific>
               <specific name="_Bonus" > +1 </specific>
               <specific name="_Enhancement" > AC </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Armor" > Scale, Plate </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_149344 </specific>
               <specific name="Property" > You gain a +2 bonus to death saving throws. </specific>
               <specific name="Power" > Power * Daily (No Action)
Use this power when you fail a saving throw. The result of that saving throw is 20 instead. </specific>
               <specific name="Enhancement" > +1 AC </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Badge of the Berserker +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_6887" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6887&amp;ftype=1" charelem="200" legality="rules-legal" >
               <specific name="Flavor" > This fearsome badge, crafted from bits of bone and leathery flesh, is favored by those who savor taking the fight to the enemy. </specific>
               <specific name="Level" > 2 </specific>
               <specific name="Gold" > 520 </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_146937 </specific>
               <specific name="Property" > When you charge, your movement made as part of the charge doesn&apos;t provoke opportunity attacks. </specific>
               <specific name="Enhancement" > +1 Fortitude, Reflex, and Will </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="0" ShowPowerCard="1" >
            <RulesElement name="Everlasting Provisions" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1124" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1124&amp;ftype=1" charelem="201" legality="rules-legal" >
               <specific name="Flavor" > This plain basket radiates delicious smells. </specific>
               <specific name="Level" > 4 </specific>
               <specific name="Gold" > 840 </specific>
               <specific name="Magic Item Type" > Wondrous Item </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +0 </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Property" > After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours. </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Scale Armor" type="Armor" internal-id="ID_FMP_ARMOR_5" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=2" charelem="10" legality="rules-legal" >
               <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" > 9 </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>
            <RulesElement name="Armor of Sacrifice +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1481" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1481&amp;ftype=1" charelem="11" legality="rules-legal" >
               <specific name="Flavor" > These plain robes offer no apparent defensive value, yet they aid your allies when they suffer. </specific>
               <specific name="Level" > 15 </specific>
               <specific name="Gold" > 25000 </specific>
               <specific name="Magic Item Type" > Armor </specific>
               <specific name="_Rarity" > Uncommon </specific>
               <specific name="_Bonus" > +3 </specific>
               <specific name="_Enhancement" > AC </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="Armor" > Chain, Scale, Plate </specific>
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_146897 </specific>
               <specific name="Power" > Power *  (Minor Action)
Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn. </specific>
               <specific name="Power" > Power *  (Minor Action)
Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn. </specific>
               <specific name="Enhancement" > +3 AC </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Periapt of Recovery +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3696" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3696&amp;ftype=1" charelem="12" legality="rules-legal" >
               <specific name="Flavor" > Ward off death&apos;s grasp with this small pendant. </specific>
               <specific name="Level" > 13 </specific>
               <specific name="Gold" > 17000 </specific>
               <specific name="Magic Item Type" > Neck Slot Item </specific>
               <specific name="Item Slot" > Neck </specific>
               <specific name="_Rarity" > Common </specific>
               <specific name="_Bonus" > +3 </specific>
               <specific name="_Enhancement" > Fortitude, Reflex, and Will </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_148390 </specific>
               <specific name="Property" > Gain a +2 item bonus to death saving throws. </specific>
               <specific name="Enhancement" > +3 Fortitude, Reflex, and Will </specific>
            </RulesElement>
         </loot>
         <loot count="1" equip-count="1" ShowPowerCard="1" >
            <RulesElement name="Iron Armbands of Power (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3235" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3235&amp;ftype=1" charelem="40" legality="rules-legal" >
               <specific name="Flavor" > These plate armbands enhance the damage you dole out. </specific>
               <specific name="Level" > 16 </specific>
               <specific name="Gold" > 45000 </specific>
               <specific name="Magic Item Type" > Arms Slot Item </specific>
               <specific name="Item Slot" > Arms </specific>
               <specific name="_Rarity" > Uncommon </specific>
               <specific name="_Bonus" > +0 </specific>
               <specific name="_AssociatedMonsters" />
               <specific name="_MagicItemTemplate" > ID_FMP_MAGIC_ITEM_TEMPLATE_148004 </specific>
               <specific name="Property" > Gain a +4 item bonus to melee damage rolls. </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="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 15 </AttackBonus>
               <Damage> 2d4+9 </Damage>
               <AttackStat> Strength </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Strength modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +2 Strength modifier.
+3 enhancement bonus.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 17+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 8 </AttackBonus>
               <Damage> 1d4+6 </Damage>
               <AttackStat> Strength </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Strength modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +2 Strength modifier.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 10 </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="Unarmed" >
               <AttackBonus> 8 </AttackBonus>
               <Damage> 1d4+2 </Damage>
               <AttackStat> Dexterity </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +2 Dexterity modifier.
+6 half your level.

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

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 6 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Thri-kreen Claws" >
            <specific name="Flavor" > You quickly lash out with all your claws, tearing at nearby enemies. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Thri-Kreen Racial Power </specific>
            <specific name="Keywords" />
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Melee 1 </specific>
            <specific name="Target" > One, two, or three enemies </specific>
            <specific name="Attack" > Strength + 3 vs. AC, Dexterity + 3 vs. AC, or Wisdom + 3 vs. ACLevel 11: Strength + 6 vs. AC, Dexterity + 6 vs. AC, or Wisdom + 6 vs. ACLevel 21: Strength + 9 vs. AC, Dexterity + 9 vs. AC, or Wisdom + 9 vs. AC </specific>
            <specific name="Hit" > 1d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets.Level 11: 2d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damageLevel 21: 3d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage. </specific>
            <specific name="_ParentFeature" > ID_FMP_RACIAL_TRAIT_2493 </specific>
            <specific name="Class" > ID_FMP_RACE_51 </specific>
            <Weapon name="Unarmed" >
               <AttackBonus> 14 </AttackBonus>
               <Damage> 2d8+6 </Damage>
               <AttackStat> Strength </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +6 power modifier.
+2 Strength modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +2 Strength modifier.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 22 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Battlemind&apos;s Demand" >
            <specific name="Flavor" > You draw your foe&apos;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&apos;S_DEMAND_(AUGMENT_0),ID_INTERNAL_POWER_BATTLEMIND&apos;S_DEMAND_(AUGMENT_1) </specific>
         </Power>

         <Power name="Blurred Step" >
            <specific name="Flavor" > You bend reality with the power of your mind, flashing across the space between you and your enemy. </specific>
            <specific name="Power Usage" > At-Will </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" > An adjacent enemy marked by you shifts </specific>
            <specific name="Effect" > You shift 1 square. </specific>
            <specific name="Special" > You can use this power only once per turn. </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="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&apos;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="Persistent Harrier" >
            <specific name="Flavor" > You slip the bonds of space to strike back at even a distant opponent. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Battlemind Feature </specific>
            <specific name="Keywords" > Psionic, Teleportation, Weapon </specific>
            <specific name="Action Type" > Immediate Reaction </specific>
            <specific name="Attack Type" > Melee weapon </specific>
            <specific name="Trigger" > An enemy hits or misses you with an attack for the first time during an encounter </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Special" > You can attack the target with this melee attack even if the target is outside your melee reach. </specific>
            <specific name="Attack" > Constitution vs. AC </specific>
            <specific name="Hit" > 1[W] + Constitution modifier damage, and you teleport to a square adjacent to the enemy.	Level 21: 2[W] + Constitution modifier damage. </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_2936 </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 2d4+12 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+3 enhancement bonus.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 20+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d4+9 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 13 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Aspect of Bitter Ice" >
            <specific name="Flavor" > Your weapon is rimed with ice as you strike. In the aftermath, you are imbued with a bitter cold that protects you and slows your enemies. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Battlemind Attack 1 </specific>
            <specific name="Keywords" > Augmentable, Cold, Polymorph, 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. Fortitude </specific>
            <specific name="Hit" > 1[W] + Constitution modifier cold damage, you push the target 1 square, and the target is immobilized (save ends). </specific>
            <specific name="Miss" > Half damage, and the target is slowed (save ends). </specific>
            <specific name="Effect" > You assume the aspect of bitter ice until the end of the encounter. While in this aspect, you gain resist 5 cold and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn&apos;t supersede them. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Effect" > Until the start of your next turn, any enemy that starts its turn adjacent to you is slowed until the end of its turn. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 1 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_ASPECT_OF_BITTER_ICE_(AUGMENT_0),ID_INTERNAL_POWER_ASPECT_OF_BITTER_ICE_(AUGMENT_1) </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 2d4+8 </Damage>
               <DamageType> Cold </DamageType>
               <AttackStat> Constitution </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+3 enhancement bonus.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 16+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d4+5 </Damage>
               <DamageType> Cold </DamageType>
               <AttackStat> Constitution </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 9 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Feather Step" >
            <specific name="Flavor" > With a focused thought, you lift your body slightly off the ground on a current of psionic energy, allowing you to move over water or broken ground with ease. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Battlemind Utility 2 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Move Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move 3 squares. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 2 </specific>
            <specific name="Power Type" > Utility </specific>
         </Power>

         <Power name="Lodestone Lure" >
            <specific name="Flavor" > As you raise your weapon, a foe lurches toward you against its will. </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 2 </specific>
            <specific name="Target" > One creature </specific>
            <specific name="Attack" > Constitution vs. Will </specific>
            <specific name="Hit" > Constitution modifier damage, and you must pull the target 1 square. Until the end of your next turn, the target can move only to squares that are adjacent to you. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Attack Type" > Melee 5 </specific>
            <specific name="	Hit" > As above, but you must pull the target 4 squares. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Attack Type" > Melee 5 </specific>
            <specific name="	Hit" > As above, but you must pull the target 4 squares. </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_LODESTONE_LURE_(AUGMENT_0),ID_INTERNAL_POWER_LODESTONE_LURE_(AUGMENT_1),ID_INTERNAL_POWER_LODESTONE_LURE_(AUGMENT_2) </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 5 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 5+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 5 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> Will </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <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="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 2d4+8 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+3 enhancement bonus.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 16+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d4+5 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 9 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Mental Triumph" >
            <specific name="Flavor" > By the power of your mind, you shrug off the most potent physical effects. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Battlemind Utility 6 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > You cannot be slowed, immobilized, or restrained until the end of the encounter. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 6 </specific>
            <specific name="Power Type" > Utility </specific>
         </Power>

         <Power name="Lightning Rush" >
            <specific name="Flavor" > Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy&apos;s attack to yourself. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Battlemind Attack 7 </specific>
            <specific name="Keywords" > Augmentable, Psionic, Weapon </specific>
            <specific name="Action Type" > Immediate Interrupt </specific>
            <specific name="Attack Type" > Melee 1 </specific>
            <specific name="Trigger" > An enemy within 5 squares of you targets an ally with an attack </specific>
            <specific name="Effect" > Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
            <specific name="Target" > The triggering enemy </specific>
            <specific name="Attack" > Constitution vs. AC </specific>
            <specific name="Hit" > 1[W] + Constitution modifier damage. </specific>
            <specific name="Effect" > Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. </specific>
            <specific name="	Effect" > You get your normal standard action on your next turn. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 7 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_0),ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_1),ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_2) </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 2d4+12 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+3 enhancement bonus.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 20+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d4+9 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 13 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Strength of my Enemy" >
            <specific name="Flavor" > When your attack weakens a foe, its fleeting strength drives your fury in battle. </specific>
            <specific name="Power Usage" > Daily </specific>
            <specific name="Display" > Battlemind Attack 9 </specific>
            <specific name="Keywords" > 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. Fortitude </specific>
            <specific name="Hit" > Constitution modifier damage, and the target is weakened (save ends). </specific>
            <specific name="Miss" > The target is weakened until the end of your next turn. </specific>
            <specific name="Effect" > While the target is weakened from this attack, your melee attacks deal 2d6 extra damage. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 9 </specific>
            <specific name="Power Type" > Attack </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 5 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 5+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 5 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> Fortitude </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 5 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Uncanny Senses" >
            <specific name="Flavor" > Foes try in vain to hide from your heightened senses. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Battlemind Utility 10 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Minor Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > Until the end of your next turn, you can see invisible creatures and objects, and you gain a +5 power bonus to Insight checks and Perception checks. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 10 </specific>
            <specific name="Power Type" > Utility </specific>
         </Power>

         <Power name="Guardian&apos;s Might" >
            <specific name="Flavor" > Your weapon fuses with you for a moment as you crash into your enemy and knock it down. </specific>
            <specific name="Power Usage" > Encounter </specific>
            <specific name="Display" > Iron Guardian Attack 11 </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 + Wisdom modifier damage, and you knock the target prone. You then shift 2 squares to a square adjacent to the target. </specific>
            <specific name="Effect" > You gain a +2 power bonus to AC until the end of your next turn. </specific>
            <specific name="Augment" > 2 </specific>
            <specific name="	Target" > One or two creatures </specific>
            <specific name="Class" > ID_FMP_PARAGON_PATH_594 </specific>
            <specific name="Level" > 11 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_GUARDIAN&apos;S_MIGHT_(AUGMENT_0),ID_INTERNAL_POWER_GUARDIAN&apos;S_MIGHT_(AUGMENT_2) </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 2d4+14 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+2 Wisdom modifier.
+3 enhancement bonus.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 22+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d4+11 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+2 Wisdom modifier.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 15 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

         <Power name="Iron Defense" >
            <specific name="Flavor" > Your skin becomes as hard as iron, allowing you to shrug off even the deadliest blows. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Iron Guardian Utility 12 </specific>
            <specific name="Keywords" > Psionic </specific>
            <specific name="Action Type" > Standard Action </specific>
            <specific name="Attack Type" > Personal </specific>
            <specific name="Effect" > Until the end of your next turn, roll a d20 whenever you take damage. On a 10 or higher, the damage is reduced to 0. Otherwise, the damage is halved. </specific>
            <specific name="Class" > ID_FMP_PARAGON_PATH_594 </specific>
            <specific name="Level" > 12 </specific>
            <specific name="Power Type" > Utility </specific>
         </Power>

         <Power name="Dizzying Strike" >
            <specific name="Flavor" > You strike your foe with crackling psionic energy, creating an intense vertigo in the foe that throws it off balance. </specific>
            <specific name="Power Usage" > At-Will </specific>
            <specific name="Display" > Battlemind Attack 13 </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 you slide the target 1 square. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > 1[W] + Constitution modifier damage. Until the end of your next turn, when the target attacks any of your allies, you can use a free action to slide the target 1 square after its attack. </specific>
            <specific name="Augment" > 1 </specific>
            <specific name="	Hit" > 1[W] + Constitution modifier damage. Until the end of your next turn, when the target attacks any of your allies, you can use a free action to slide the target 1 square after its attack. </specific>
            <specific name="Class" > ID_FMP_CLASS_124 </specific>
            <specific name="Level" > 13 </specific>
            <specific name="Power Type" > Attack </specific>
            <specific name="_AugmentVersions" > ID_INTERNAL_POWER_DIZZYING_STRIKE_(AUGMENT_0),ID_INTERNAL_POWER_DIZZYING_STRIKE_(AUGMENT_1),ID_INTERNAL_POWER_DIZZYING_STRIKE_(AUGMENT_4) </specific>
            <Weapon name="Staggering Glaive +3" >
               <RulesElement name="Glaive" type="Weapon" internal-id="ID_FMP_WEAPON_23" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=23&amp;ftype=3" charelem="194" legality="rules-legal" />
               <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="195" legality="rules-legal" />
               <AttackBonus> 18 </AttackBonus>
               <Damage> 2d4+12 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Heavy Blade Expertise

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+3 enhancement bonus.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 20+3d6 </CritDamage>
               <CritComponents> +3d6 weapon critical bonus.
               </CritComponents>
               <CritRange> 20 </CritRange>
            </Weapon>
            <Weapon name="Unarmed" >
               <AttackBonus> 11 </AttackBonus>
               <Damage> 1d4+9 </Damage>
               <AttackStat> Constitution </AttackStat>
               <Defense> AC </Defense>
               <HitComponents> +5 Constitution modifier.
+6 half your level.

               </HitComponents>
               <DamageComponents> +5 Constitution modifier.
+4 item bonus - Iron Armbands of Power (paragon tier)

               </DamageComponents>
               <Conditions> +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats.               </Conditions>
               <CritDamage> 13 </CritDamage>
               <CritRange> 20 </CritRange>
            </Weapon>
         </Power>

      </PowerStats>


      <!--
         The character&apos;s companions
      -->
      <Companions>
      </Companions>


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

   </CharacterSheet>

   <!--
      Level tags are an internal tree of rules elements, see RulesElementTally
      above for the final list of rules elements,  taking into account
      retraining, etc.
   -->
   <Level>
      <RulesElement name="1" type="Level" internal-id="ID_INTERNAL_LEVEL_1" charelem="8" legality="rules-legal" >
         <RulesElement name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" charelem="41" legality="rules-legal" >
            <RulesElement name="SkillRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_SKILLRULES" charelem="26" legality="rules-legal" >
               <RulesElement name="Acrobatics" type="Skill" internal-id="ID_FMP_SKILL_1" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" charelem="42" legality="rules-legal" />
               <RulesElement name="Arcana" type="Skill" internal-id="ID_FMP_SKILL_2" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" charelem="43" legality="rules-legal" />
               <RulesElement name="Bluff" type="Skill" internal-id="ID_FMP_SKILL_3" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" charelem="44" legality="rules-legal" />
               <RulesElement name="Diplomacy" type="Skill" internal-id="ID_FMP_SKILL_6" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" charelem="45" legality="rules-legal" />
               <RulesElement name="Dungeoneering" type="Skill" internal-id="ID_FMP_SKILL_7" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" charelem="46" legality="rules-legal" />
               <RulesElement name="Endurance" type="Skill" internal-id="ID_FMP_SKILL_8" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" charelem="47" legality="rules-legal" />
               <RulesElement name="Heal" type="Skill" internal-id="ID_FMP_SKILL_9" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" charelem="48" legality="rules-legal" />
               <RulesElement name="History" type="Skill" internal-id="ID_FMP_SKILL_11" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" charelem="49" legality="rules-legal" />
               <RulesElement name="Insight" type="Skill" internal-id="ID_FMP_SKILL_13" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" charelem="50" legality="rules-legal" />
               <RulesElement name="Intimidate" type="Skill" internal-id="ID_FMP_SKILL_14" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" charelem="51" legality="rules-legal" />
               <RulesElement name="Nature" type="Skill" internal-id="ID_FMP_SKILL_16" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" charelem="52" legality="rules-legal" />
               <RulesElement name="Perception" type="Skill" internal-id="ID_FMP_SKILL_17" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" charelem="53" legality="rules-legal" />
               <RulesElement name="Religion" type="Skill" internal-id="ID_FMP_SKILL_18" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" charelem="54" legality="rules-legal" />
               <RulesElement name="Stealth" type="Skill" internal-id="ID_FMP_SKILL_20" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" charelem="55" legality="rules-legal" />
               <RulesElement name="Streetwise" type="Skill" internal-id="ID_FMP_SKILL_21" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" charelem="56" legality="rules-legal" />
               <RulesElement name="Thievery" type="Skill" internal-id="ID_FMP_SKILL_23" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" charelem="57" legality="rules-legal" />
               <RulesElement name="Athletics" type="Skill" internal-id="ID_FMP_SKILL_27" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" charelem="58" legality="rules-legal" />
            </RulesElement>
            <RulesElement name="Heroic" type="Tier" internal-id="ID_INTERNAL_TIER_HEROIC" charelem="59" legality="rules-legal" />
            <RulesElement name="Melee Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" charelem="60" legality="rules-legal" />
            <RulesElement name="Ranged Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_RANGED_BASIC_ATTACK" charelem="61" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="DetailsRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_DETAILSRULES" charelem="62" legality="rules-legal" >
            <RulesElement name="male" type="Gender" internal-id="ID_INTERNAL_GENDER_MALE" charelem="63" legality="rules-legal" />
            <RulesElement name="" type="" charelem="202" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Expansion1" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION1" charelem="64" legality="rules-legal" >
            <RulesElement name="" type="" charelem="203" legality="rules-legal" />
            <RulesElement name="Background Benefit" type="Internal" internal-id="ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT" charelem="65" legality="rules-legal" >
               <RulesElement name="" type="" charelem="204" legality="rules-legal" />
            </RulesElement>
            <RulesElement name="" type="" charelem="205" legality="rules-legal" />
            <RulesElement name="" type="" charelem="206" legality="rules-legal" />
            <RulesElement name="" type="" charelem="207" legality="rules-legal" />
            <RulesElement name="" type="" charelem="208" legality="rules-legal" />
            <RulesElement name="" type="" charelem="209" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Expansion2" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION2" charelem="66" legality="rules-legal" >
            <RulesElement name="" type="" charelem="210" legality="rules-legal" />
         </RulesElement>
         <RulesElement name="Expansion3" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION3" charelem="67" legality="rules-legal" />
         <RulesElement name="Expansion4" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION4" charelem="68" legality="rules-legal" />
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         <RulesElement name="Aspect of Bitter Ice" type="Power" internal-id="ID_FMP_POWER_13030" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13030" charelem="171" legality="rules-legal" />
         <RulesElement name="" type="" charelem="216" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="2" type="Level" internal-id="ID_INTERNAL_LEVEL_2" charelem="14" legality="rules-legal" >
         <RulesElement name="Headsman&apos;s Chop" type="Feat" internal-id="ID_FMP_FEAT_2598" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2598" charelem="190" legality="rules-legal" />
         <RulesElement name="Feather Step" type="Power" internal-id="ID_FMP_POWER_2625" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2625" charelem="172" legality="rules-legal" />
         <RulesElement name="" type="" charelem="217" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="3" type="Level" internal-id="ID_INTERNAL_LEVEL_3" charelem="15" legality="rules-legal" >
         <RulesElement name="" type="" charelem="218" legality="rules-legal" />
         <RulesElement name="" type="" charelem="219" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="4" type="Level" internal-id="ID_INTERNAL_LEVEL_4" charelem="16" legality="rules-legal" >
         <RulesElement name="Heavy Blade Expertise" type="Feat" internal-id="ID_FMP_FEAT_3141" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3141" charelem="9" legality="rules-legal" />
         <RulesElement name="Constitution" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_CONSTITUTION" charelem="3" legality="rules-legal" />
         <RulesElement name="Strength" type="Ability Increase (Level 4)" internal-id="ID_INTERNAL_ABILITY_INCREASE_(LEVEL_4)_STRENGTH" charelem="1" legality="rules-legal" />
         <RulesElement name="" type="" charelem="220" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="5" type="Level" internal-id="ID_INTERNAL_LEVEL_5" charelem="17" legality="rules-legal" >
         <RulesElement name="Nightmare Vortex" type="Power" internal-id="ID_FMP_POWER_2631" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2631" charelem="174" legality="rules-legal" />
         <RulesElement name="" type="" charelem="221" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
      <RulesElement name="6" type="Level" internal-id="ID_INTERNAL_LEVEL_6" charelem="18" legality="rules-legal" >
         <RulesElement name="Harrying Step" type="Feat" internal-id="ID_FMP_FEAT_3290" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3290" charelem="175" legality="rules-legal" />
         <RulesElement name="Mental Triumph" type="Power" internal-id="ID_FMP_POWER_13048" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13048" charelem="176" legality="rules-legal" />
         <RulesElement name="" type="" charelem="222" legality="rules-legal" />
      </RulesElement>
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   <Level>
      <RulesElement name="7" type="Level" internal-id="ID_INTERNAL_LEVEL_7" charelem="19" legality="rules-legal" >
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         <RulesElement name="" type="" charelem="224" legality="rules-legal" />
      </RulesElement>
   </Level>
   <Level>
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   <Level>
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      </RulesElement>
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   <Level>
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      </RulesElement>
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   <Level>
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         </RulesElement>
      </RulesElement>
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         <RulesElement name="Staggering Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2370" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" charelem="232" legality="rules-legal" />
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      </loot>
      <loot count="1" equip-count="0" ShowPowerCard="1" >
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   </Level>
   <Level>
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         <RulesElement name="Polearm Gamble" type="Feat" internal-id="ID_FMP_FEAT_258" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=258" charelem="189" legality="rules-legal" />
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   <Level>
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         <RulesElement name="" type="" charelem="239" legality="rules-legal" />
         <RulesElement name="" type="" charelem="240" legality="rules-legal" />
      </RulesElement>
      <loot count="1" equip-count="1" ShowPowerCard="1" >
         <RulesElement name="Scale Armor" type="Armor" internal-id="ID_FMP_ARMOR_5" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=2" charelem="241" legality="rules-legal" />
         <RulesElement name="Armor of Sacrifice +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1481" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1481&amp;ftype=1" charelem="242" legality="rules-legal" />
      </loot>
      <loot count="0" equip-count="-1" ShowPowerCard="1" >
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      </loot>
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         <RulesElement name="Periapt of Recovery +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3696" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3696&amp;ftype=1" charelem="245" legality="rules-legal" />
      </loot>
      <loot count="0" equip-count="-1" ShowPowerCard="1" >
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      </loot>
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         <RulesElement name="Iron Armbands of Power (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3235" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3235&amp;ftype=1" charelem="247" legality="rules-legal" />
      </loot>
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      0
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      100 gp
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      0 gp
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      0
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      100 gp
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      0 gp
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   <textstring name="_PER_LEVEL_5_Residuum" >
      0
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      100 gp
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      0 gp
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   <textstring name="_PER_LEVEL_6_Residuum" >
      0
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      100 gp
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      0 gp
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      0
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      0 gp
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   <textstring name="_PER_LEVEL_8_Residuum" >
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   <textstring name="_PER_LEVEL_9_Carried Money" >
      100 gp
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   <textstring name="_PER_LEVEL_9_Stored Money" >
      0 gp
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   <textstring name="_PER_LEVEL_9_Residuum" >
      0
   </textstring>
   <textstring name="_PER_LEVEL_10_Carried Money" >
      100 gp
   </textstring>
   <textstring name="_PER_LEVEL_10_Stored Money" >
      0 gp
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   <textstring name="_PER_LEVEL_10_Residuum" >
      0
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      1 pp; 85 gp
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   <textstring name="_PER_LEVEL_11_Residuum" >
      0
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      크하
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   <textstring name="_Portrait_Position_" >
      0 0 1 1
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   <textstring name="PortraitExplicitlySet" >
      True
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   <textstring name="Custom Character Portrait" >
      
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   <textstring name="PortraitID" >
      &lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-16&quot;?&gt;&lt;ContentIdentifier xmlns:i=&quot;http://www.w3.org/2001/XMLSchema-instance&quot; xmlns=&quot;http://schemas.datacontract.org/2004/07/WotC.ContentVault&quot;&gt;&lt;ContentID&gt;10000021&lt;/ContentID&gt;&lt;Official&gt;true&lt;/Official&gt;&lt;OfficialTypeID i:nil=&quot;true&quot; /&gt;&lt;ScratchID i:nil=&quot;true&quot; /&gt;&lt;TypeID&gt;2&lt;/TypeID&gt;&lt;/ContentIdentifier&gt;
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   <textstring name="Character Save File" >
      C:\Windows\TEMP\tmp5A2E.tmp
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   <textstring name="_INTERNAL_VersatileUsedTwoHanded" >
      0
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   <textstring name="Experience Points" >
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   <textstring name="_PER_LEVEL_12_Carried Money" >
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   </textstring>
   <textstring name="_PER_LEVEL_12_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_12_Residuum" >
      0
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   <textstring name="_PER_LEVEL_13_Carried Money" >
      1 pp; 85 gp
   </textstring>
   <textstring name="_PER_LEVEL_13_Stored Money" >
      
   </textstring>
   <textstring name="_PER_LEVEL_13_Residuum" >
      0
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</D20Character>
