Ranger

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

<CharacterSheet>

<Details>
<name> Ranger </name>
<Level> 1 </Level>
<Player> </Player>
<Height> </Height>
<Weight> </Weight>
<Gender> </Gender>
<Age> </Age>
<Alignment> </Alignment>
<Company> </Company>
<Portrait> </Portrait>
<Experience> </Experience>
<CarriedMoney> 1 gp; 5 sp </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="16" />
<Constitution score="12" />
<Dexterity score="14" />
<Intelligence score="10" />
<Wisdom score="14" />
<Charisma score="9" />
</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="18" >
<alias name="Strength" />
<alias name="STR" />
<statadd value="16" />
<statadd Level="1" value="2" charelem="1" />
</Stat>

<Stat value="12" >
<alias name="Constitution" />
<alias name="con" />
<statadd value="12" />
</Stat>

<Stat value="14" >
<alias name="Dexterity" />
<alias name="DEX" />
<statadd value="14" />
</Stat>

<Stat value="10" >
<alias name="Intelligence" />
<alias name="INT" />
<statadd value="10" />
</Stat>

<Stat value="14" >
<alias name="Wisdom" />
<alias name="WIS" />
<statadd value="14" />
</Stat>

<Stat value="9" >
<alias name="Charisma" />
<alias name="CHA" />
<statadd value="9" />
</Stat>

<Stat value="4" >
<alias name="Strength modifier" />
<statadd Level="1" value="1" statlink="Strength" abilmod="true" charelem="2" />
</Stat>

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

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

<Stat value="0" >
<alias name="Intelligence modifier" />
<statadd Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="2" />
</Stat>

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

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

<Stat value="15" >
<alias name="AC" />
<alias name="Armor Class" />
<statadd Level="1" value="10" charelem="2" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="2" />
<statadd type="Ability" Level="1" not-wearing="armor:heavy" value="1" statlink="Dexterity" abilmod="true" charelem="2" />
<statadd type="Ability" Level="1" not-wearing="armor:heavy" value="1" statlink="Intelligence" abilmod="true" charelem="2" />
<statadd type="Defensive" Level="1" wearing="DEFENSIVE:" value="1" charelem="2" />
<statadd type="Armor" Level="1" value="3" charelem="3" />
</Stat>

<Stat value="16" >
<alias name="Fortitude Defense" />
<alias name="Fortitude" />
<statadd Level="1" value="10" charelem="2" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Strength" abilmod="true" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Constitution" abilmod="true" charelem="2" />
<statadd type="Class" Level="1" value="1" statlink="Fortitude Defense Class Bonus" charelem="2" />
<statadd type="Racial" Level="1" value="1" statlink="Human Defense Bonuses" charelem="4" />
</Stat>

<Stat value="14" >
<alias name="Reflex Defense" />
<alias name="Reflex" />
<statadd Level="1" value="10" charelem="2" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="2" />
<statadd type="Class" Level="1" value="1" statlink="Reflex Defense Class Bonus" charelem="2" />
<statadd type="Racial" Level="1" value="1" statlink="Human Defense Bonuses" charelem="4" />
<statadd Level="1" requires="!Armor Proficiency (Hide)" value="-2" charelem="3" />
</Stat>

<Stat value="13" >
<alias name="Will Defense" />
<alias name="Will" />
<statadd Level="1" value="10" charelem="2" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Charisma" abilmod="true" charelem="2" />
<statadd type="Class" Level="1" value="1" statlink="Will Defense Class Bonus" charelem="2" />
<statadd type="Racial" Level="1" value="1" statlink="Human Defense Bonuses" charelem="4" />
</Stat>

<Stat value="3" >
<alias name="Death Saves Count" />
<statadd Level="1" value="3" charelem="2" />
</Stat>

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

<Stat value="24" >
<alias name="Hit Points" />
<statadd type="Level 1" Level="1" value="1" statlink="Constitution" charelem="2" />
<statadd Level="1" value="1" statlink="_LEVEL-ONE-HPS" charelem="2" />
</Stat>

<Stat value="12" >
<alias name="_LEVEL-ONE-HPS" />
<statadd Level="1" value="12" charelem="5" />
</Stat>

<Stat value="7" >
<alias name="Healing Surges" />
<statadd type="Level 1" Level="1" requires="!NoConToHealingSurges" value="1" statlink="Constitution" abilmod="true" charelem="2" />
<statadd type="Class" Level="1" value="6" charelem="5" />
</Stat>

<Stat value="0" >
<alias name="HALF-LEVEL" />
</Stat>

<Stat value="1" >
<alias name="Fortitude Defense Class Bonus" />
<statadd Level="1" value="1" charelem="5" />
</Stat>

<Stat value="1" >
<alias name="Reflex Defense Class Bonus" />
<statadd Level="1" value="1" charelem="5" />
</Stat>

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

<Stat value="2" >
<alias name="Initiative" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="2" />
<statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="2" />
<statadd Level="1" value="1" statlink="Initiative Misc" charelem="2" />
</Stat>

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

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

<Stat value="1" >
<alias name="_BaseActionPoints" />
<statadd Level="1" value="1" charelem="2" />
</Stat>

<Stat value="1000" >
<alias name="XP Needed" />
<statadd Level="1" value="1000" charelem="2" />
</Stat>

<Stat value="6" >
<alias name="Acrobatics" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Acrobatics Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Acrobatics Misc" charelem="6" />
<statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="6" />
</Stat>

<Stat value="5" >
<alias name="Acrobatics Trained" />
<statadd type="trained" Level="1" value="5" charelem="7" />
</Stat>

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

<Stat value="-1" >
<alias name="Armor Penalty" />
<statadd type="Hide" Level="1" value="-1" charelem="3" />
</Stat>

<Stat value="0" >
<alias name="Arcana" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Arcana Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Arcana Misc" charelem="6" />
</Stat>

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

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

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

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

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

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

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

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

<Stat value="7" >
<alias name="Dungeoneering" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Dungeoneering Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Dungeoneering Misc" charelem="6" />
</Stat>

<Stat value="5" >
<alias name="Dungeoneering Trained" />
<statadd type="trained" Level="1" value="5" charelem="8" />
</Stat>

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

<Stat value="0" >
<alias name="Endurance" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Constitution" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Endurance Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Endurance Misc" charelem="6" />
<statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="6" />
</Stat>

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

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

<Stat value="2" >
<alias name="Heal" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Heal Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Heal Misc" charelem="6" />
</Stat>

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

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

<Stat value="0" >
<alias name="History" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="History Trained" charelem="6" />
<statadd Level="1" value="1" statlink="History Misc" charelem="6" />
</Stat>

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

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

<Stat value="2" >
<alias name="Insight" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Insight Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Insight Misc" charelem="6" />
</Stat>

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

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

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

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

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

<Stat value="7" >
<alias name="Nature" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Nature Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Nature Misc" charelem="6" />
</Stat>

<Stat value="5" >
<alias name="Nature Trained" />
<statadd type="trained" Level="1" value="5" charelem="9" />
</Stat>

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

<Stat value="7" >
<alias name="Perception" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Wisdom" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Perception Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Perception Misc" charelem="6" />
</Stat>

<Stat value="5" >
<alias name="Perception Trained" />
<statadd type="trained" Level="1" value="5" charelem="10" />
</Stat>

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

<Stat value="0" >
<alias name="Religion" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Intelligence" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Religion Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Religion Misc" charelem="6" />
</Stat>

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

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

<Stat value="6" >
<alias name="Stealth" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Stealth Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Stealth Misc" charelem="6" />
<statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="6" />
</Stat>

<Stat value="5" >
<alias name="Stealth Trained" />
<statadd type="trained" Level="1" value="5" charelem="11" />
</Stat>

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

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

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

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

<Stat value="1" >
<alias name="Thievery" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Dexterity" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Thievery Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Thievery Misc" charelem="6" />
<statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="6" />
</Stat>

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

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

<Stat value="8" >
<alias name="Athletics" />
<statadd Level="1" value="1" statlink="HALF-LEVEL" charelem="6" />
<statadd type="Ability" Level="1" value="1" statlink="Strength" abilmod="true" charelem="6" />
<statadd Level="1" value="1" statlink="Athletics Trained" charelem="6" />
<statadd Level="1" value="1" statlink="Athletics Misc" charelem="6" />
<statadd type="Armor Penalty" Level="1" value="1" statlink="Armor Penalty" charelem="6" />
</Stat>

<Stat value="5" >
<alias name="Athletics Trained" />
<statadd type="trained" Level="1" value="5" charelem="12" />
</Stat>

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

<Stat value="17" >
<alias name="Passive Perception" />
<statadd Level="1" value="1" statlink="Perception" charelem="6" />
<statadd Level="1" value="10" charelem="6" />
</Stat>

<Stat value="12" >
<alias name="Passive Insight" />
<statadd Level="1" value="1" statlink="Insight" charelem="6" />
<statadd Level="1" value="10" charelem="6" />
</Stat>

<Stat value="6" >
<alias name="Speed" />
<statadd Level="1" value="6" charelem="13" />
</Stat>

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

<Stat value="0" >
<alias name="Average Weight" />
<statadd String="135-220 lb." Level="1" value="0" />
</Stat>

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

<Stat value="1" >
<alias name="Human Defense Bonuses" />
<statadd Level="1" value="1" charelem="4" />
</Stat>

<Stat value="2" >
<alias name="Language Count" />
<statadd Level="1" value="1" charelem="14" />
<statadd Level="1" value="1" charelem="15" />
</Stat>

<Stat value="0" >
<alias name="_CLASSNAME" />
<statadd String="ID_FMP_CLASS_5" Level="1" value="0" />
</Stat>

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

<Stat value="12" >
<alias name="Companion.Strength" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="16" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="16" />
<statadd Level="1" value="12" charelem="17" />
</Stat>

<Stat value="12" >
<alias name="Companion.Constitution" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="16" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="16" />
<statadd Level="1" value="12" charelem="17" />
</Stat>

<Stat value="18" >
<alias name="Companion.Dexterity" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="16" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="16" />
<statadd Level="1" value="18" charelem="17" />
</Stat>

<Stat value="6" >
<alias name="Companion.Intelligence" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="16" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="16" />
<statadd Level="1" value="6" charelem="17" />
</Stat>

<Stat value="12" >
<alias name="Companion.Wisdom" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="16" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="16" />
<statadd Level="1" value="12" charelem="17" />
</Stat>

<Stat value="6" >
<alias name="Companion.Charisma" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="16" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="16" />
<statadd Level="1" value="6" charelem="17" />
</Stat>

<Stat value="1" >
<alias name="Hunter&apos;s Quarry Dice" />
<statadd Level="1" value="1" charelem="18" />
<statadd Level="1" requires="Paragon Tier" value="1" charelem="18" />
<statadd Level="1" requires="Epic Tier" value="1" charelem="18" />
</Stat>

<Stat value="88" >
<alias name="Weight" />
<statadd value="88" />
</Stat>

<Stat value="0" >
<alias name="attack rolls" />
<statadd Level="1" requires="!Armor Proficiency (Hide)" value="-2" charelem="3" />
</Stat>

<Stat value="0" >
<alias name="Hunter&apos;s Quarry" />
</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="2" legality="rules-legal" >
<specific name="XP Needed" > 1000 </specific>
</RulesElement>
<RulesElement name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" charelem="19" legality="rules-legal" >
</RulesElement>
<RulesElement name="SkillRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_SKILLRULES" charelem="6" 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="20" 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="21" 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="22" 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="23" 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="24" 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="25" 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="26" 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="27" 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="28" 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="29" 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="30" 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="31" 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="32" 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="33" 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="34" 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="35" 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="36" 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="37" legality="rules-legal" >
</RulesElement>
<RulesElement name="Melee Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" charelem="38" 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="39" 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="40" legality="rules-legal" >
</RulesElement>
<RulesElement name="Expansion1" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION1" charelem="41" legality="rules-legal" >
</RulesElement>
<RulesElement name="Sarifal" type="Background" internal-id="ID_FMP_BACKGROUND_282" charelem="42" legality="rules-legal" >
<specific name="Type" > Regional </specific>
<specific name="Common Knowledge" > Sarifal&apos;s borders encompass the large isle of Gwynneth, once home to the human realm of Corwell. Those longtime settlers of the isle, the Ffolk, were largely driven from these lands a century ago when fey began immigrating en mass. Within a few short years, the lost city of Karador rose from the depths of Myrloch and the ancient kingdom of Sarifal was born anew. Since that time Sarifal has expanded beyond Myrloch Vale to encompass the whole of the isle, the glimmering shallows along the coast, and the lightless caverns below.
Outsiders see Sarifal as a sylvan paradise governed by a strong yet enigmatic leader—an image the ruling matriarch works hard to cultivate. Those born to the region, however, know that life within Sarifal is a delicate chess match between several powers, capricious archfey, depraved fomorians, spirit lords, and more. So far the High Lady and the few remaining of her kind have been able to maintain the delicate balance of power. But for how long? </specific>
<specific name="Benefit" > You gain Terrain Walk in one of the following environments, allowing you to bypass difficult terrain: Earth, Forest, Ice, or Swamp. See the Monster Manual, page 283. </specific>
<specific name="Campaign" > Forgotten Realms </specific>
</RulesElement>
<RulesElement name="Background Benefit" type="Internal" internal-id="ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT" charelem="43" legality="rules-legal" >
</RulesElement>
<RulesElement name="Sarifal Benefit" type="Background Choice" internal-id="ID_INTERNAL_BACKGROUND_CHOICE_SARIFAL_BENEFIT" charelem="44" legality="rules-legal" >
<specific name="_SupportsID" > ID_FMP_BACKGROUND_282 </specific>
<specific name="_IsBenefit" > 1 </specific>
You gain Terrain Walk in one of the following environments, allowing you to bypass difficult terrain: Earth, Forest, Ice, or Swamp. See the Monster Manual, page 283.
</RulesElement>
<RulesElement name="Expansion2" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION2" charelem="45" legality="rules-legal" >
</RulesElement>
<RulesElement name="Fey Beast Tamer" type="Theme" internal-id="ID_FMP_THEME_915" charelem="46" legality="rules-legal" >
<specific name="Flavor" > “Of course you can domesticate an owlbear! Want me to show you how?” </specific>
<specific name="_DisplayPowers" > ID_FMP_POWER_15881,ID_FMP_POWER_15882,ID_FMP_POWER_15883 </specific>
<specific name="_PARSED_CHILD_FEATURES" > ID_FMP_CLASS_FEATURE_4191,ID_FMP_CLASS_FEATURE_4192,ID_FMP_CLASS_FEATURE_4193 </specific>
When the natural world was young and humanity was in its infancy, callous elf nobles intentionally opened fey crossings between their realm and the natural world, sending dangerous monsters through to terrorize early mortal civilizations. Many of humanity&apos;s oldest folk tales concern these first encounters with creatures such as owlbears and displacer beasts. Although eladrin scholars have tried to disprove the assertion that their ancestors were responsible, there is no doubt that an unusual number of stories passed down by human cultures involve such occurrences.
However troublesome or malicious the ancient elves might have been, they inadvertently gave the people of the natural world a familiarity with fey creatures. During these formative years for human culture, contact with Feywild beasts had a great impact; the magic of that plane touched hearts and souls in the mortal world. As a result, some members of mortal races developed an affinity for dealing with creatures from the Feywild. They could command the beasts of the fey realm just as mortal nobles could command their subjects. Renowned fey beast tamers, many of whom have been immortalized in story and song, rode into battle with powerful denizens of the Feywild at their side.
Generations passed, empires rose and fell, and wars came and went. Bloodlines that once had been strong were thinned out by centuries of marriage and expansion. The beast tamers who commanded armies of fey creatures died out, and every generation of their offspring grew weaker in their control over fey beasts until the ability was almost forgotten.
Once every few generations, however, a mortal is born of parents who still have strong blood ties to the ancient beast lords. Such individuals grow up with the inherent ability to bond with fey creatures. Though many never realize their full potential, some discover—through chance encounters—that they can influence fey beasts by sheer willpower. These special mortals usually bond with a single creature, forming a connection that is as strong as the one shared by soldiers who serve together in battle.
You are one of these rare individuals with an ability that reaches back to the dawn of civilization. You have formed a connection with a fey creature and can command it to aid you and protect you from harm. Over time, as you develop this bond further, you will begin to absorb the inherent magic of the creature and find yourself capable of things you never thought possible.
</RulesElement>
<RulesElement name="Fey Beast Tamer Starting Feature" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4191" charelem="47" legality="rules-legal" >
<specific name="Flavor" > The primary feature of your status as a fey beast tamer is your magical beast companion. You have formed a bond with a creature of the Feywild. </specific>
<specific name="Short Description" > Gain a fey beast companion </specific>
<specific name="Level" > 1 </specific>
Choose one of the following creatures: blink dog, displacer beast, fey panther, or young owlbear. You gain it as your fey beast companion.
Your fey beast companion is considered an ally of you and your allies. It can be affected by powers in the same way that any other creature can be. It has animal intelligence, so you can communicate with it only at a basic level (like a trained pet), and it doesn&apos;t understand complex ideas.
Your fey beast companion&apos;s level is equal to yours, and its hit points, defenses, and attack values are determined by your level, as noted in its statistics.
Your companion shares your healing surge total. Whenever an effect requires your fey beast companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your companion also regains hit points equal to your healing surge value. At the end of a short rest, your fey beast companion regains all its hit points.
If you die or your companion drops below 1 hit point, it retreats back into the Feywild. If that occurs, you can use one of these two ways to call it back.
Minor Action: You lose a healing surge, and your companion appears in the nearest unoccupied space, with hit points equal to your healing surge value.
Short Rest or Extended Rest: At the end of the rest, you lose a healing surge, and your companion appears in the nearest unoccupied space, with full hit points.
</RulesElement>
<RulesElement name="Trained Young Owlbear" type="Associate" internal-id="ID_FMP_ASSOCIATE_56" charelem="48" legality="rules-legal" >
TRAINED YOUNG OWLBEAR Fey Beast Companion
Medium fey beast

HP your bloodied value Initiative equal to yours
Defenses (Add your level to each defense)
AC 13, Fortitude 15, Reflex 11, Will 15 Perception equal to yours +2
Speed 6 darkvision

TRAITS
O Ferocious Companion Aura 1
Allies gain a +2 power bonus to damage rolls against enemies in the aura.

STANDARD
m Claw F At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d12 + one-half your level damage.
Level 21: 2d12 + one-half your level damage.

Str: 20 Dex: 12 Wis: 14
Con: 17 Int: 2 Cha: 6
</RulesElement>
<RulesElement name="Expansion3" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION3" charelem="49" legality="rules-legal" >
</RulesElement>
<RulesElement name="Expansion4" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION4" charelem="50" legality="rules-legal" >
</RulesElement>
<RulesElement name="Expansion5" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_EXPANSION5" charelem="51" legality="rules-legal" >
</RulesElement>
<RulesElement name="Human" type="Race" internal-id="ID_FMP_RACE_7" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7" charelem="13" legality="rules-legal" >
<specific name="Flavor" > Ambitious explorers, driven leaders, eager to master the world </specific>
<specific name="Size" > Medium </specific>
<specific name="Speed" > 6 squares </specific>
<specific name="Characteristics" > Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant </specific>
<specific name="Physical Qualities" > Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel.
Humans&apos; attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It&apos;s not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs.
Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. </specific>
<specific name="Playing" > Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations.
Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers.
Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics.
That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known—a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir.
Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire&apos;s fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection.
Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath&apos;s ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. </specific>
<specific name="Vision" > Normal </specific>
<specific name="Average Height" > 5&apos; 6&quot;-6&apos;2&quot; </specific>
<specific name="Average Weight" > 135-220 lb. </specific>
<specific name="Ability Scores" > +2 to one ability score of your choice </specific>
<specific name="Languages" > Common, choice of one other </specific>
<specific name="Short Description" > The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains. </specific>
<specific name="Male Names" > Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil </specific>
<specific name="Female Names" > Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne </specific>
<specific name="Racial Traits" > ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 </specific>
<specific name="_Tags" > Essentials </specific>
Play a Human if you want …
</RulesElement>
<RulesElement name="Human" type="Grants" internal-id="ID_INTERNAL_GRANTS_HUMAN" charelem="52" legality="rules-legal" >
<specific name="_SupportsID" > ID_FMP_RACE_7 </specific>
</RulesElement>
<RulesElement name="Medium" type="Size" internal-id="ID_INTERNAL_SIZE_MEDIUM" charelem="53" legality="rules-legal" >
</RulesElement>
<RulesElement name="Normal" type="Vision" internal-id="ID_INTERNAL_VISION_NORMAL" charelem="54" legality="rules-legal" >
</RulesElement>
<RulesElement name="Bonus Feat" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_29" charelem="55" legality="rules-legal" >
<specific name="Short Description" > Choose an extra feat at 1st level. </specific>
<specific name="Level" > 1 </specific>
<specific name="_Tags" > Essentials </specific>
<specific name="Class" > ID_FMP_RACE_7 </specific>
You gain a bonus feat at 1st level. You must meet the feat&apos;s prerequisites.
</RulesElement>
<RulesElement name="Hunting Spider Style" type="Feat" internal-id="ID_FMP_FEAT_982" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=982" charelem="56" legality="rules-legal" >
<specific name="Tier" > Heroic </specific>
<specific name="Short Description" > Augment at-will exploits </specific>
<specific name="Type" > Arena Fighting </specific>
You gain a benefit with any of the following exploits you possess.

Dual Strike (Fighter): Against a target that cannot see you, you can reroll one attack roll for this exploit, but you must use the second result.

Predator Strike (Ranger): If you and your beast companion are flanking the target, you can shift 1 square after the attack.

Viper&apos;s Strike (Warlord): If the target shifts before the end of your next turn and your ally hits, the target also grants combat advantage until the end of your next turn.
</RulesElement>
<RulesElement name="Bonus Skill" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_34" charelem="57" legality="rules-legal" >
<specific name="Short Description" > Trained in one additional class skill. </specific>
<specific name="Level" > 1 </specific>
<specific name="_Tags" > Essentials </specific>
<specific name="Class" > ID_FMP_RACE_7 </specific>
You gain training in one additional skill from your class skills list.
</RulesElement>
<RulesElement name="Stealth" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_STEALTH" charelem="11" legality="rules-legal" >
</RulesElement>
<RulesElement name="Human Defense Bonuses" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_646" charelem="4" legality="rules-legal" >
<specific name="Short Description" > +1 to Fortitude, Reflex, and Will. </specific>
<specific name="Level" > 1 </specific>
<specific name="_Tags" > Essentials </specific>
<specific name="Class" > ID_FMP_RACE_7 </specific>
You gain a +1 racial bonus to Fortitude, Reflex, and Will.
</RulesElement>
<RulesElement name="Human Power Selection" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2966" charelem="58" legality="rules-legal" >
<specific name="Short Description" > Choose an option for your human character. </specific>
<specific name="Level" > 1 </specific>
<specific name="_PARSED_SUB_FEATURES" > ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965 </specific>
<specific name="_Tags" > Essentials </specific>
<specific name="Class" > ID_FMP_RACE_7 </specific>
Choose an option for your human character.
</RulesElement>
<RulesElement name="Bonus At-Will Power" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_356" charelem="59" legality="rules-legal" >
<specific name="Short Description" > Know one extra 1st-level attack power from your class. </specific>
<specific name="Level" > 1 </specific>
<specific name="Class" > ID_FMP_RACE_7 </specific>
You know one extra 1st level at-will attack power from your class.
</RulesElement>
<RulesElement name="Throw and Stab" type="Power" internal-id="ID_FMP_POWER_10593" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10593" charelem="60" legality="rules-legal" >
<specific name="Flavor" > You fling a weapon at one foe and then charge another enemy. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Ranged weapon </specific>
<specific name="Requirement" > You must be wielding both a thrown weapon and a melee weapon. </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Strength vs. AC (thrown weapon) </specific>
<specific name="Hit" > 1[W] damage.
Level 21: 2[W] damage. </specific>
<specific name="Effect" > You move up to your speed and make a melee basic attack against a creature other than the target. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<specific name="_Associated Feats" > ID_FMP_FEAT_2331, ID_FMP_FEAT_2359 </specific>
</RulesElement>
<RulesElement name="Common" type="Language" internal-id="ID_FMP_LANGUAGE_1" charelem="14" legality="rules-legal" >
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
</RulesElement>
<RulesElement name="Strength" type="Race Ability Bonus" internal-id="ID_INTERNAL_RACE_ABILITY_BONUS_STRENGTH" charelem="1" legality="rules-legal" >
</RulesElement>
<RulesElement name="Giant" type="Language" internal-id="ID_FMP_LANGUAGE_19" charelem="15" legality="rules-legal" >
The titans and giants adopted a debased version of Primordial for their own tongue.
</RulesElement>
<RulesElement name="Ranger" type="Class" internal-id="ID_FMP_CLASS_5" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5" charelem="5" legality="rules-legal" >
<specific name="Flavor" > “I&apos;ll get the one in the back. That&apos;s one hobgoblin who&apos;ll regret ever lifting a bow.” </specific>
<specific name="Key Abilities" > Strength, Dexterity, Wisdom </specific>
<specific name="Armor Proficiencies" > Cloth, leather, hide </specific>
<specific name="Weapon Proficiencies" > Simple melee, military melee, simple ranged, military ranged </specific>
<specific name="Bonus to Defense" > +1 Fortitude, +1 Reflex </specific>
<specific name="Hit Points at 1st Level" > 12+ Constitution Score </specific>
<specific name="Hit Points per Level Gained" > 5 </specific>
<specific name="Healing Surges" > 6+ Constitution Modifier </specific>
<specific name="Trained Skills" > Dungeoneering or Nature (your choice). From the class skills list below, choose 4 more trained skills at 1st level. </specific>
<specific name="Class Skills" > Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex) </specific>
<specific name="Build Options" > Archer Ranger, Beastmaster Ranger, Hunter Ranger, Marauder Ranger, Two-Blade Ranger </specific>
<specific name="_PARSED_CLASS_FEATURE" > Fighting Style, Hunter&apos;s Quarry, Prime Shot, Running Attack </specific>
<specific name="Role" > Striker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and-run tactics whenever possible. </specific>
<specific name="Power Source" > Martial. Your talents depend on extensive training and practice, inner confidence, and natural proficiency. </specific>
<specific name="Creating" > Rangers depend on Strength, Dexterity, and Wisdom for most of their powers. Constitution is also useful, since it helps them stand up to damage. The three ranger builds presented here are the archer ranger, the beastmaster ranger and the melee ranger. </specific>
<specific name="Class Features" > Your class features depend largely on the build and fighting style you choose. </specific>
<specific name="Powers" > Your powers are bold exploits derived from your relentless training in archery and swordplay. At higher levels, you have access to special stance powers. </specific>
<specific name="Power Name" > Exploits </specific>
<specific name="_RoleElement" > ID_FMP_ROLE_3 </specific>
<specific name="_PowerSourceElement" > ID_FMP_POWER_SOURCE_1 </specific>
<specific name="Short Description" > A master of bow and blade, you excel at hit-and-run tactics and avoiding danger. </specific>
Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger.
As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts and birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt.
When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands?
</RulesElement>
<RulesElement name="Ranger" type="Grants" internal-id="ID_INTERNAL_GRANTS_RANGER" charelem="61" legality="rules-legal" >
<specific name="_SupportsID" > ID_FMP_CLASS_5 </specific>
</RulesElement>
<RulesElement name="Striker" type="Role" internal-id="ID_FMP_ROLE_3" charelem="62" legality="rules-legal" >
Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around
</RulesElement>
<RulesElement name="Martial" type="Power Source" internal-id="ID_FMP_POWER_SOURCE_1" charelem="63" legality="rules-legal" >
Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their own strength and willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant fighters, rangers, rogues, and warlords, among others, their power. Martial powers are called exploits.
</RulesElement>
<RulesElement name="Armor Proficiency (Cloth)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" charelem="64" legality="rules-legal" >
</RulesElement>
<RulesElement name="Armor Proficiency (Leather)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" charelem="65" legality="rules-legal" >
</RulesElement>
<RulesElement name="Armor Proficiency (Hide)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(HIDE)" charelem="66" legality="rules-legal" >
</RulesElement>
<RulesElement name="Simple Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" charelem="67" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Club)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLUB)" charelem="68" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Dagger)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" charelem="69" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Javelin)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(JAVELIN)" charelem="70" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MACE)" charelem="71" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Sickle)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SICKLE)" charelem="72" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPEAR)" charelem="73" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Greatclub)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATCLUB)" charelem="74" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Morningstar)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MORNINGSTAR)" charelem="75" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Quarterstaff)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" charelem="76" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Scythe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCYTHE)" charelem="77" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Spiked gauntlet)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPIKED_GAUNTLET)" charelem="78" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Talid)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TALID)" charelem="79" 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="80" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Wrist razors)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WRIST_RAZORS)" charelem="81" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Light mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_MACE)" charelem="82" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Short spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SPEAR)" charelem="83" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Claw Fighter Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLAW_FIGHTER_CLAW)" charelem="84" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Shadowblade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHADOWBLADE)" charelem="85" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Climbing Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CLIMBING_CLAW)" charelem="86" 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="87" 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="88" 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="89" 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="90" 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="91" legality="rules-legal" >
</RulesElement>
<RulesElement name="Military Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_MILITARY_MELEE" charelem="92" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Battleaxe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BATTLEAXE)" charelem="93" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Handaxe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HANDAXE)" charelem="94" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Flail)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FLAIL)" charelem="95" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Throwing hammer)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(THROWING_HAMMER)" charelem="96" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Warhammer)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WARHAMMER)" charelem="97" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (War Pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WAR_PICK)" charelem="98" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Scimitar)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCIMITAR)" charelem="99" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Longsword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSWORD)" charelem="100" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Short sword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SWORD)" charelem="101" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Greataxe)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATAXE)" charelem="102" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Heavy flail)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HEAVY_FLAIL)" charelem="103" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Glaive)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GLAIVE)" charelem="104" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Halberd)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HALBERD)" charelem="105" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Maul)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MAUL)" charelem="106" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Longspear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSPEAR)" charelem="107" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Greatsword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATSWORD)" charelem="108" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Rapier)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(RAPIER)" charelem="109" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Falchion)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FALCHION)" charelem="110" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Broadsword)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BROADSWORD)" charelem="111" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Khopesh)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(KHOPESH)" charelem="112" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Light war pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_WAR_PICK)" charelem="113" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Scourge)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCOURGE)" charelem="114" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Trident)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TRIDENT)" charelem="115" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Heavy war pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HEAVY_WAR_PICK)" charelem="116" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Alhulak)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(ALHULAK)" charelem="117" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Carrikal)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CARRIKAL)" charelem="118" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Trikal)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TRIKAL)" charelem="119" 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="120" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Blade of Annihilation)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADE_OF_ANNIHILATION)" charelem="121" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Starshadow Blade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(STARSHADOW_BLADE)" charelem="122" 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="123" 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="124" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Lance)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LANCE)" charelem="125" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Pike)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(PIKE)" charelem="126" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Blade of Chaos)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADE_OF_CHAOS)" charelem="127" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Feral Armor Claw)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FERAL_ARMOR_CLAW)" charelem="128" legality="rules-legal" >
</RulesElement>
<RulesElement name="Simple Ranged" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" charelem="129" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Hand crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HAND_CROSSBOW)" charelem="130" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Sling)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SLING)" charelem="131" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CROSSBOW)" charelem="132" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Repeating crossbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(REPEATING_CROSSBOW)" charelem="133" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Dejada)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DEJADA)" charelem="134" legality="rules-legal" >
</RulesElement>
<RulesElement name="Military Ranged" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_MILITARY_RANGED" charelem="135" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Shortbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORTBOW)" charelem="136" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Longbow)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGBOW)" charelem="137" legality="rules-legal" >
</RulesElement>
<RulesElement name="Weapon Proficiency (Chatkcha)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(CHATKCHA)" charelem="138" legality="rules-legal" >
</RulesElement>
<RulesElement name="Fighting Style" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_321" charelem="139" legality="rules-legal" >
<specific name="Short Description" > Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style, Hunter Fighting Style. </specific>
<specific name="Level" > 1 </specific>
<specific name="_PARSED_SUB_FEATURES" > ID_FMP_CLASS_FEATURE_778, ID_FMP_CLASS_FEATURE_779, ID_FMP_CLASS_FEATURE_1030, ID_FMP_CLASS_FEATURE_2208, ID_FMP_CLASS_FEATURE_2210 </specific>
Choose one of the following fighting styles and gain its benefit: Archer Fighting Style, Beast Mastery, Two-Blade Fighting Style, Marauder Fighting Style, Hunter Fighting Style.
</RulesElement>
<RulesElement name="Beast Mastery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1030" charelem="16" legality="rules-legal" >
<specific name="Short Description" > Gain beast companion; give up Prime Shot, no Archer or Two-Blade Fighting Style </specific>
<specific name="Level" > 1 </specific>
The Beast Mastery class feature is available to any ranger who wishes to gain a loyal beast companion. To select this class feature, you must give up the Prime Shot class feature, and you do not select either the Archer Fighting Style or the Two-Blade Fighting Style.
You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&amp;D world. You decide the creature&apos;s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.
For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion&apos;s species doesn&apos;t affect its game statistics, which are based on its category and level.
You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.
Beast Mastery also alters your Hunter&apos;s Quarry class feature. When you use Hunter&apos;s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter&apos;s Quarry, but only one of you can deal this extra damage per round.
Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander&apos;s strike, and so forth. You and your beast companion are treated as separate creatures.
You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn&apos;t a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.
As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.
</RulesElement>
<RulesElement name="Raptor" type="Companion" internal-id="ID_FMP_COMPANION_5" charelem="17" legality="rules-legal" >
<specific name="Strength" > 12 </specific>
<specific name="Intelligence" > 6 </specific>
<specific name="Wisdom" > 12 </specific>
<specific name="Dexterity" > 18 </specific>
<specific name="Constitution" > 12 </specific>
<specific name="Charisma" > 6 </specific>
<specific name="Attack Bonus" > 5 </specific>
<specific name="Damage" > 1d6 </specific>
<specific name="Armor Class" > 14 </specific>
<specific name="Fortitude Defense" > 10 </specific>
<specific name="Reflex Defense" > 14 </specific>
<specific name="Will Defense" > 12 </specific>
<specific name="Hit Points at 1st Level" > 12 </specific>
<specific name="Hit Points per Level Gained" > 6 </specific>
<specific name="Size" > Small </specific>
<specific name="Speed" > 2 </specific>
<specific name="Secondary Speed" > Fly 7 squares (hover) </specific>
<specific name="Attack" > Claw </specific>
<specific name="Ability Score" > Dexterity </specific>
<specific name="Tier" > Heroic Tier </specific>
<specific name="Trained Skills" > ID_FMP_SKILL_17 </specific>
<specific name="Power" />
<specific name="_DisplayPowers" > ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK </specific>
The raptor category includes eagles, falcons, hawks, and other birds of prey. They are mobile and agile but not as ferocious as other beast companions.
</RulesElement>
<RulesElement name="Beast Melee Basic Attack" type="Power" internal-id="ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK" charelem="140" legality="rules-legal" >
<specific name="Flavor" > Your beast companion attacks with claw or bite. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Beast Basic Attack </specific>
<specific name="Keywords" />
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Beast&apos;s attack bonus vs. AC </specific>
<specific name="Hit" > 1[B] + beast&apos;s ability modifier damage. </specific>
</RulesElement>
<RulesElement name="Raise Beast Companion" type="Ritual" internal-id="ID_FMP_RITUAL_187" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=187" charelem="141" legality="rules-legal" >
<specific name="Flavor" > You call out to your beast companion. Though death separates you, the ties of faith and friendship between you can cross any gulf. </specific>
<specific name="Category" > Restoration </specific>
<specific name="Key Skill" > Nature (no check) </specific>
<specific name="Component Cost" > 50 gp </specific>
<specific name="Duration" > Instantaneous </specific>
<specific name="Level" > 1 </specific>
<specific name="Time" > 4 hours </specific>
<specific name="Market Price" > None </specific>
<specific name="Type" > Ritual </specific>
This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature.
The ritual functions as the Raise Dead ritual, with the following exceptions:
• You need not have any part of your beast companion&apos;s corpse.
• The death penalty lasts until you have reached three milestones.
• A paragon tier beast companion costs 500 gp to raise, and an epic tier beast companion costs 5,000 gp to raise.
</RulesElement>
<RulesElement name="Hunter&apos;s Quarry" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_602" charelem="18" legality="rules-legal" >
<specific name="Short Description" > Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round. </specific>
<specific name="Level" > 1 </specific>
<specific name="Powers" > ID_FMP_POWER_5598 </specific>
<specific name="Type" > At-Will </specific>
<specific name="Class" />
<specific name="_DisplayPowers" > ID_FMP_POWER_5598 </specific>
Once per turn, you can use your Hunter&apos;s Quarry power.
</RulesElement>
<RulesElement name="Hunter&apos;s Quarry" type="Power" internal-id="ID_FMP_POWER_5598" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598" charelem="142" legality="rules-legal" >
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Hunter&apos;s Quarry Power </specific>
<specific name="Keywords" />
<specific name="Action Type" > Minor Action </specific>
<specific name="Attack Type" />
<specific name="Effect" > You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter&apos;s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

The hunter&apos;s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate one enemy as your quarry at a time.

&lt;table&gt;Level Hunter&apos;s Quarry Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6&lt;/table&gt; </specific>
<specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_602,ID_FMP_CLASS_FEATURE_1530 </specific>
</RulesElement>
<RulesElement name="Ranger Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_RANGER_IMPLEMENTS" charelem="143" legality="rules-legal" >
<specific name="_SupportsID" > ID_FMP_CLASS_5 </specific>
</RulesElement>
<RulesElement name="Circling Strike" type="Power" internal-id="ID_FMP_POWER_4368" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4368" charelem="144" legality="rules-legal" >
<specific name="Flavor" > Using the distraction your attack provides, your beast companion finds a better position. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Beast, Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee weapon </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Strength vs. AC </specific>
<specific name="Hit" > 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level. </specific>
<specific name="Effect" > Before or after the attack, your beast companion can shift 1 square. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<specific name="_Associated Feats" > ID_FMP_FEAT_971, ID_FMP_FEAT_983, ID_FMP_FEAT_3196 </specific>
</RulesElement>
<RulesElement name="Predator Strike" type="Power" internal-id="ID_FMP_POWER_4369" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4369" charelem="145" legality="rules-legal" >
<specific name="Flavor" > Your enemy focuses its attention on you, allowing your beast to attack. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Beast, Martial </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee beast 1 </specific>
<specific name="Target" > One creature adjacent to you </specific>
<specific name="Attack" > Beast&apos;s attack bonus vs. AC </specific>
<specific name="Hit" > 1[B] + beast&apos;s Strength modifier + your Wisdom modifier damage.
Increase damage to 2[B] + beast&apos;s Strength modifier + your Wisdom modifier at 21st level. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<specific name="_Associated Feats" > ID_FMP_FEAT_975, ID_FMP_FEAT_982, ID_FMP_FEAT_993, ID_FMP_FEAT_3249 </specific>
</RulesElement>
<RulesElement name="Dungeoneering" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_DUNGEONEERING" charelem="8" legality="rules-legal" >
</RulesElement>
<RulesElement name="Acrobatics" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ACROBATICS" charelem="7" legality="rules-legal" >
</RulesElement>
<RulesElement name="Athletics" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ATHLETICS" charelem="12" legality="rules-legal" >
</RulesElement>
<RulesElement name="Nature" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_NATURE" charelem="9" legality="rules-legal" >
</RulesElement>
<RulesElement name="Perception" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_PERCEPTION" charelem="10" legality="rules-legal" >
</RulesElement>
<RulesElement name="Beast Protector" type="Feat" internal-id="ID_FMP_FEAT_753" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=753" charelem="146" legality="rules-legal" >
<specific name="Tier" > Heroic </specific>
<specific name="Short Description" > Attack from adjacent enemy against beast provokes opportunity attack from you </specific>
If an adjacent enemy makes a melee attack against your beast companion, doing so provokes an opportunity attack from you. If you are adjacent to your beast companion, you can make this attack even if you can&apos;t reach the attacker (you attack the attacker&apos;s reaching limb, for instance).
</RulesElement>
<RulesElement name="Hurling Charge" type="Power" internal-id="ID_FMP_POWER_10596" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10596" charelem="147" legality="rules-legal" >
<specific name="Flavor" > You hurl one of your weapons and then launch into a charge. </specific>
<specific name="Power Usage" > Encounter </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Ranged </specific>
<specific name="Requirement" > You must be wielding both a thrown weapon and a melee weapon. </specific>
<specific name="Target" > One creature </specific>
<specific name="Effect" > Using your Hunter&apos;s Quarry, you designate the target as your quarry. </specific>
<specific name="Attack" > Strength vs. AC (thrown weapon) </specific>
<specific name="Hit" > 1[W] + Strength modifier damage. </specific>
<specific name="Effect" > Using your Hunter&apos;s Quarry, you designate the target as your quarry. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
</RulesElement>
<RulesElement name="Driving the Quarry" type="Power" internal-id="ID_FMP_POWER_4375" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4375" charelem="148" legality="rules-legal" >
<specific name="Flavor" > You fiercely assault your quarry, and your beast companion compels that same foe forward. </specific>
<specific name="Power Usage" > Daily </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Beast, Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee weapon (beast 1) </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Strength vs. AC </specific>
<specific name="Hit" > 2[W] + Strength modifier damage. </specific>
<specific name="Miss" > Half damage. </specific>
<specific name="Effect" > If the target is your quarry, you slide it 2 squares and slide your beast companion 2 squares, ending its movement adjacent to the target. If the target is your quarry and is also bloodied, you instead slide the beast 4 squares. </specific>
<specific name=" Beast" > If your companion is a cat, a raptor, a spider, or a wolf, you can slide it to any square adjacent to the target. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
</RulesElement>
<RulesElement name="House Vadalis" type="Internal" internal-id="ID_INTERNAL_INTERNAL_HOUSE_VADALIS" charelem="149" legality="rules-legal" >
You are a member of House Vadalis.
</RulesElement>
</RulesElementTally>

<!—
The tally of the character&apos;s loot
—>
<LootTally>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Raise Beast Companion" type="Ritual" internal-id="ID_FMP_RITUAL_187" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=187" charelem="150" legality="rules-legal" >
<specific name="Flavor" > You call out to your beast companion. Though death separates you, the ties of faith and friendship between you can cross any gulf. </specific>
<specific name="Category" > Restoration </specific>
<specific name="Key Skill" > Nature (no check) </specific>
<specific name="Component Cost" > 50 gp </specific>
<specific name="Duration" > Instantaneous </specific>
<specific name="Level" > 1 </specific>
<specific name="Time" > 4 hours </specific>
<specific name="Market Price" > None </specific>
<specific name="Type" > Ritual </specific>
This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature.
The ritual functions as the Raise Dead ritual, with the following exceptions:
• You need not have any part of your beast companion&apos;s corpse.
• The death penalty lasts until you have reached three milestones.
• A paragon tier beast companion costs 500 gp to raise, and an epic tier beast companion costs 5,000 gp to raise.
</RulesElement>
</loot>
<loot count="1" equip-count="1" ShowPowerCard="1" >
<RulesElement name="Longsword" type="Weapon" internal-id="ID_FMP_WEAPON_19" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3" charelem="151" legality="rules-legal" >
<specific name="Full Text" > Longsword
Military one-handed melee weapon
Cost: 15 gp
Damage: 1d8
Proficient: +3
Weight: 4 lb.

Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn&apos;t deal extra damage.).

Group:
Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). </specific>
<specific name="Weight" > 4 </specific>
<specific name="Gold" > 15 </specific>
<specific name="Damage" > 1d8 </specific>
<specific name="Proficiency Bonus" > 3 </specific>
<specific name="Weapon Category" > Military Melee </specific>
<specific name="Hands Required" > One-Handed </specific>
<specific name="Item Slot" > One-hand </specific>
<specific name="Group" > Heavy Blade </specific>
<specific name="Properties" > Versatile </specific>
</RulesElement>
</loot>
<loot count="3" equip-count="1" ShowPowerCard="1" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" >
<specific name="Full Text" > Short spear
Simple one-handed melee weapon
Cost: 2 gp
Damage: 1d6
Proficient: +2
Range: 5/10
Weight: 1 lb.

Although this weapon often serves the same role as a spear, it is more handy for the smaller races. It can also be used as a thrown weapon, unlike a full-sized spear.

Properties:
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don&apos;t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can&apos;t normally use two-handed weapons.).

Group:
Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.). </specific>
<specific name="Weight" > 1 </specific>
<specific name="Gold" > 2 </specific>
<specific name="Range" > 5/10 </specific>
<specific name="Damage" > 1d6 </specific>
<specific name="Proficiency Bonus" > 2 </specific>
<specific name="Weapon Category" > Simple Melee </specific>
<specific name="Hands Required" > One-Handed </specific>
<specific name="Item Slot" > Off-Hand </specific>
<specific name="Group" > Spear </specific>
<specific name="Properties" > Light Thrown, Off-Hand, Small </specific>
Although this weapon often serves the same role as a spear, it is more handy for the smaller races. It can also be used as a thrown weapon, unlike a full-sized spear.
</RulesElement>
</loot>
<loot count="1" equip-count="1" ShowPowerCard="1" >
<RulesElement name="Hide Armor" type="Armor" internal-id="ID_FMP_ARMOR_3" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=2" charelem="3" legality="rules-legal" >
<specific name="Full Text" > Hide Armor
Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it&apos;s light enough that it doesn&apos;t affect your speed.
Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Hide armor grants +4 AC at levels 16-25, and +5 AC at levels 26-30.
AC Bonus: +3
Check: -1
Weight: 25 lb.
Cost: 30 gp.
Type: Hide </specific>
<specific name="Weight" > 25 </specific>
<specific name="Armor Bonus" > 3 </specific>
<specific name="Check" > -1 </specific>
<specific name="Speed" > - </specific>
<specific name="Gold" > 30 </specific>
<specific name="_BaseACPlus1" > 3 </specific>
<specific name="_BaseACPlus2" > 3 </specific>
<specific name="_BaseACPlus3" > 3 </specific>
<specific name="_BaseACPlus4" > 4 </specific>
<specific name="_BaseACPlus5" > 4 </specific>
<specific name="_BaseACPlus6" > 5 </specific>
<specific name="Armor Type" > Light </specific>
<specific name="Item Slot" > Body </specific>
<specific name="Armor Category" > Hide </specific>
Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it&apos;s light enough that it doesn&apos;t affect your speed.
Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Hide armor grants +4 AC at levels 16-25, and +5 AC at levels 26-30.
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Adventurer&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=4" charelem="153" legality="rules-legal" >
<specific name="Full Text" > Adventurer&apos;s Kit
Category: Gear
Price: 15 gp
Weight: 33 lb
Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days&apos; worth of trail rations, 50 feet of hempen rope, and a waterskin. </specific>
<specific name="Weight" > 33 </specific>
<specific name="Gold" > 15 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 1 </specific>
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days&apos; worth of trail rations, 50 feet of hempen rope, and a waterskin.
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Climber&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_20" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=4" charelem="154" legality="rules-legal" >
<specific name="Full Text" > Climber&apos;s Kit
Category: Gear
Price: 2 gp
Weight: 11 lb
Description: This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber&apos;s kit, you gain a +2 bonus to Athletics checks for climbing. </specific>
<specific name="Weight" > 11 </specific>
<specific name="Gold" > 2 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 1 </specific>
This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber&apos;s kit, you gain a +2 bonus to Athletics checks for climbing.
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Gray Rain Cloak" type="Gear" internal-id="ID_FMP_GEAR_211" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=211&amp;ftype=4" charelem="155" legality="rules-legal" >
<specific name="Full Text" > Gray Rain Cloak
Category: Gear
Price: 20 gp
Weight: 3 lb
Description: A garment of this sort, made from the substance of a rainy Feywild afternoon, is created through the performance of a minor ritual. The garment looks and feels like a normal wool cloak, except that it keeps its wearer completely dry in the rain. When the cloak is spread out on the ground, it becomes a puddle of pure rainwater. You can turn the pool back into a cloak again by grabbing the water (a minor action), or water can be taken from the pool using a cup or a similar vessel. Doing so gradually uses up the cloak&apos;s material, making it shorter every time it reverts to a garment, until nothing is left of it after 2 gallons of its water are consumed. </specific>
<specific name="Weight" > 3 </specific>
<specific name="Gold" > 20 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 1 </specific>
A garment of this sort, made from the substance of a rainy Feywild afternoon, is created through the performance of a minor ritual. The garment looks and feels like a normal wool cloak, except that it keeps its wearer completely dry in the rain. When the cloak is spread out on the ground, it becomes a puddle of pure rainwater. You can turn the pool back into a cloak again by grabbing the water (a minor action), or water can be taken from the pool using a cup or a similar vessel. Doing so gradually uses up the cloak&apos;s material, making it shorter every time it reverts to a garment, until nothing is left of it after 2 gallons of its water are consumed.
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Hammer" type="Gear" internal-id="ID_FMP_GEAR_22" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=22&amp;ftype=4" charelem="156" legality="rules-legal" >
<specific name="Full Text" > Hammer
Category: Gear
Price: 5 sp
Weight: 2 lb </specific>
<specific name="Weight" > 2 </specific>
<specific name="Silver" > 5 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 1 </specific>
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Identification Papers with Portrait" type="Gear" internal-id="ID_FMP_GEAR_105" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=105&amp;ftype=4" charelem="157" legality="rules-legal" >
<specific name="Full Text" > Identification Papers with Portrait
Category: Gear
Price: 5 gp
Description: Members of the middle and upper classes in the Five Nations carry identification papers issued by their governments and notarized by House Sivis. Each set contains a description of the holder, a portrait, and other details. (Players may photocopy and customize the illustration of the identification papers.) </specific>
<specific name="Gold" > 5 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 1 </specific>
Members of the middle and upper classes in the Five Nations carry identification papers issued by their governments and notarized by House Sivis. Each set contains a description of the holder, a portrait, and other details. (Players may photocopy and customize the illustration of the identification papers.)
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Iron spikes" type="Gear" internal-id="ID_FMP_GEAR_155" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=155&amp;ftype=4" charelem="158" legality="rules-legal" >
<specific name="Full Text" > Iron spikes (10)
Category: Gear
Price: 1 gp
Weight: 5 lb
Description: Hammering one of these blunt, wide metal wedges between a door and its frame requires a standard action and adds 5 to the DC of checks to open the door. If nothing but a spike is holding a door shut, the base DC to open it is 15. Spiking a door is noisy; each time you drive in a spike, creatures within 20 squares can make a Perception check with a +5 bonus to hear you. </specific>
<specific name="Weight" > 5 </specific>
<specific name="Gold" > 1 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 10 </specific>
Hammering one of these blunt, wide metal wedges between a door and its frame requires a standard action and adds 5 to the DC of checks to open the door. If nothing but a spike is holding a door shut, the base DC to open it is 15. Spiking a door is noisy; each time you drive in a spike, creatures within 20 squares can make a Perception check with a +5 bonus to hear you.
</RulesElement>
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Sunrod" type="Gear" internal-id="ID_FMP_GEAR_7" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=7&amp;ftype=4" charelem="159" legality="rules-legal" >
<specific name="Full Text" > Sunrod (2)
Category: Gear
Price: 4 gp
Weight: 2 lb
Description: This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out. </specific>
<specific name="Weight" > 2 </specific>
<specific name="Gold" > 4 </specific>
<specific name="Category" > Gear </specific>
<specific name="count" > 2 </specific>
This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out.
</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="Longsword" >
<RulesElement name="Longsword" type="Weapon" internal-id="ID_FMP_WEAPON_19" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3" charelem="151" legality="rules-legal" />
<AttackBonus> 7 </AttackBonus>
<Damage> 1d8+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+3 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 12 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Short spear" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" />
<AttackBonus> 6 </AttackBonus>
<Damage> 1d6+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+2 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 10 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Unarmed" >
<AttackBonus> 4 </AttackBonus>
<Damage> 1d4+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 8 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Ranged Basic Attack" >
<specific name="Flavor" > You resort to the simple attack you learned when you first picked up a ranged weapon. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Basic Attack </specific>
<specific name="Keywords" > Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Ranged weapon </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Dexterity vs. AC </specific>
<specific name="Hit" > 1[W] + Dexterity modifier damage. </specific>
<specific name=" Level 21" > 2[W] + Dexterity modifier damage. </specific>
<Weapon name="Short spear" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" />
<AttackBonus> 4 </AttackBonus>
<Damage> 1d6+2 </Damage>
<AttackStat> Dexterity </AttackStat>
<Defense> AC </Defense>
<HitComponents> +2 Dexterity modifier.
+0 half your level.
+2 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 8 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Unarmed" >
<AttackBonus> 2 </AttackBonus>
<Damage> 1d4+2 </Damage>
<AttackStat> Dexterity </AttackStat>
<Defense> AC </Defense>
<HitComponents> +2 Dexterity modifier.
+0 half your level.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 6 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Throw and Stab" >
<specific name="Flavor" > You fling a weapon at one foe and then charge another enemy. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Ranged weapon </specific>
<specific name="Requirement" > You must be wielding both a thrown weapon and a melee weapon. </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Strength vs. AC (thrown weapon) </specific>
<specific name="Hit" > 1[W] damage.
Level 21: 2[W] damage. </specific>
<specific name="Effect" > You move up to your speed and make a melee basic attack against a creature other than the target. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<specific name="_Associated Feats" > ID_FMP_FEAT_2331, ID_FMP_FEAT_2359 </specific>
<Weapon name="Short spear" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" />
<AttackBonus> 6 </AttackBonus>
<Damage> 1d6+0 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+2 proficiency bonus.

</HitComponents>
<DamageComponents>
</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 6 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Beast Melee Basic Attack" >
<specific name="Flavor" > Your beast companion attacks with claw or bite. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Beast Basic Attack </specific>
<specific name="Keywords" />
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Beast&apos;s attack bonus vs. AC </specific>
<specific name="Hit" > 1[B] + beast&apos;s ability modifier damage. </specific>
<Weapon name="Unarmed" >
<AttackBonus> 6 </AttackBonus>
<Damage> 1d6+4 </Damage>
<AttackStat> Beast&apos;s attack bonus </AttackStat>
<Defense> AC </Defense>
<HitComponents> +6 Beast Attack Bonus.

</HitComponents>
<DamageComponents> +4 beast&apos;s Ability modifier.

</DamageComponents>
<CritDamage> 10 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Hunter&apos;s Quarry" >
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Hunter&apos;s Quarry Power </specific>
<specific name="Keywords" />
<specific name="Action Type" > Minor Action </specific>
<specific name="Attack Type" />
<specific name="Effect" > You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter&apos;s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

The hunter&apos;s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate one enemy as your quarry at a time.

&lt;table&gt;Level Hunter&apos;s Quarry Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6&lt;/table&gt; </specific>
<specific name="_ParentFeature" > ID_FMP_CLASS_FEATURE_602,ID_FMP_CLASS_FEATURE_1530 </specific>
</Power>

<Power name="Circling Strike" >
<specific name="Flavor" > Using the distraction your attack provides, your beast companion finds a better position. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Beast, Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee weapon </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Strength vs. AC </specific>
<specific name="Hit" > 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level. </specific>
<specific name="Effect" > Before or after the attack, your beast companion can shift 1 square. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<specific name="_Associated Feats" > ID_FMP_FEAT_971, ID_FMP_FEAT_983, ID_FMP_FEAT_3196 </specific>
<Weapon name="Longsword" >
<RulesElement name="Longsword" type="Weapon" internal-id="ID_FMP_WEAPON_19" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3" charelem="151" legality="rules-legal" />
<AttackBonus> 7 </AttackBonus>
<Damage> 1d8+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+3 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 12 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Short spear" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" />
<AttackBonus> 6 </AttackBonus>
<Damage> 1d6+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+2 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 10 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Unarmed" >
<AttackBonus> 4 </AttackBonus>
<Damage> 1d4+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 8 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Predator Strike" >
<specific name="Flavor" > Your enemy focuses its attention on you, allowing your beast to attack. </specific>
<specific name="Power Usage" > At-Will </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Beast, Martial </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee beast 1 </specific>
<specific name="Target" > One creature adjacent to you </specific>
<specific name="Attack" > Beast&apos;s attack bonus vs. AC </specific>
<specific name="Hit" > 1[B] + beast&apos;s Strength modifier + your Wisdom modifier damage.
Increase damage to 2[B] + beast&apos;s Strength modifier + your Wisdom modifier at 21st level. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<specific name="_Associated Feats" > ID_FMP_FEAT_975, ID_FMP_FEAT_982, ID_FMP_FEAT_993, ID_FMP_FEAT_3249 </specific>
<Weapon name="Unarmed" >
<AttackBonus> 6 </AttackBonus>
<Damage> 1d6+3 </Damage>
<AttackStat> Beast&apos;s attack bonus </AttackStat>
<Defense> AC </Defense>
<HitComponents> +6 Beast Attack Bonus.

</HitComponents>
<DamageComponents> +1 beast&apos;s Strength modifier.
+2 Wisdom modifier.

</DamageComponents>
<CritDamage> 9 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Hurling Charge" >
<specific name="Flavor" > You hurl one of your weapons and then launch into a charge. </specific>
<specific name="Power Usage" > Encounter </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Ranged </specific>
<specific name="Requirement" > You must be wielding both a thrown weapon and a melee weapon. </specific>
<specific name="Target" > One creature </specific>
<specific name="Effect" > Using your Hunter&apos;s Quarry, you designate the target as your quarry. </specific>
<specific name="Attack" > Strength vs. AC (thrown weapon) </specific>
<specific name="Hit" > 1[W] + Strength modifier damage. </specific>
<specific name="Effect" > Using your Hunter&apos;s Quarry, you designate the target as your quarry. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<Weapon name="Short spear" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" />
<AttackBonus> 6 </AttackBonus>
<Damage> 1d6+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+2 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 10 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

<Power name="Driving the Quarry" >
<specific name="Flavor" > You fiercely assault your quarry, and your beast companion compels that same foe forward. </specific>
<specific name="Power Usage" > Daily </specific>
<specific name="Display" > Ranger Attack 1 </specific>
<specific name="Keywords" > Beast, Martial, Weapon </specific>
<specific name="Action Type" > Standard Action </specific>
<specific name="Attack Type" > Melee weapon (beast 1) </specific>
<specific name="Target" > One creature </specific>
<specific name="Attack" > Strength vs. AC </specific>
<specific name="Hit" > 2[W] + Strength modifier damage. </specific>
<specific name="Miss" > Half damage. </specific>
<specific name="Effect" > If the target is your quarry, you slide it 2 squares and slide your beast companion 2 squares, ending its movement adjacent to the target. If the target is your quarry and is also bloodied, you instead slide the beast 4 squares. </specific>
<specific name=" Beast" > If your companion is a cat, a raptor, a spider, or a wolf, you can slide it to any square adjacent to the target. </specific>
<specific name="Class" > ID_FMP_CLASS_5 </specific>
<specific name="Level" > 1 </specific>
<specific name="Power Type" > Attack </specific>
<Weapon name="Longsword" >
<RulesElement name="Longsword" type="Weapon" internal-id="ID_FMP_WEAPON_19" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3" charelem="151" legality="rules-legal" />
<AttackBonus> 7 </AttackBonus>
<Damage> 2d8+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+3 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 20 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Short spear" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="152" legality="rules-legal" />
<AttackBonus> 6 </AttackBonus>
<Damage> 2d6+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.
+2 proficiency bonus.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 16 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
<Weapon name="Unarmed" >
<AttackBonus> 4 </AttackBonus>
<Damage> 2d4+4 </Damage>
<AttackStat> Strength </AttackStat>
<Defense> AC </Defense>
<HitComponents> +4 Strength modifier.
+0 half your level.

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

</DamageComponents>
<Conditions> +1d6 to damage once per round (Hunter&apos;s Quarry) </Conditions>
<CritDamage> 12 </CritDamage>
<CritRange> 20 </CritRange>
</Weapon>
</Power>

</PowerStats>

<!—
The character&apos;s companions
—>
<Companions>
<Beast>
<ID> Level 1 Raptor </ID>
<AbilityScores> Strength: 12, Constitution: 12, Dexterity: 18, Intelligence: 6, Wisdom: 12, Charisma: 6 </AbilityScores>
<BeastPower> </BeastPower>
<BeastPowerText> </BeastPowerText>
<Size> Small </Size>
<Speed> 2, Fly 7 squares (hover) </Speed>
<Defenses> AC 15, Fortitude 11, Reflex 15, Will 13 </Defenses>
<HitPoints> 18 </HitPoints>
<Surges> 4 (2 surges per day) </Surges>
<AttackBonus> 6 </AttackBonus>
<BasicAttack> Claw; 6 vs. AC; 1d6 + Dexterity modifier damage. </BasicAttack>
<TrainedSkills> Perception </TrainedSkills>
<Damage> 1d6 </Damage>
</Beast>
</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="2" legality="rules-legal" >
<RulesElement name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" charelem="19" legality="rules-legal" >
<RulesElement name="SkillRules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_SKILLRULES" charelem="6" 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="20" 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="21" 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="22" 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="23" 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="24" 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="25" 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="26" 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="27" 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="28" 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="29" 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="30" 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="31" 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="32" legality="rules-legal" />
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</RulesElement>
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<RulesElement name="" type="" charelem="179" legality="rules-legal" />
<RulesElement name="" type="" charelem="180" legality="rules-legal" />
<RulesElement name="Raise Beast Companion" type="Ritual" internal-id="ID_FMP_RITUAL_187" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=187" charelem="141" legality="rules-legal" />
</RulesElement>
</RulesElement>
<RulesElement name="Hunter&apos;s Quarry" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_602" charelem="18" legality="rules-legal" >
<RulesElement name="Hunter&apos;s Quarry" type="Power" internal-id="ID_FMP_POWER_5598" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598" charelem="142" legality="rules-legal" />
</RulesElement>
<RulesElement name="Running Attack" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2209" charelem="181" legality="rules-legal" />
<RulesElement name="Ranger Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_RANGER_IMPLEMENTS" charelem="143" legality="rules-legal" />
</RulesElement>
<RulesElement name="Circling Strike" type="Power" internal-id="ID_FMP_POWER_4368" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4368" charelem="144" legality="rules-legal" />
<RulesElement name="Predator Strike" type="Power" internal-id="ID_FMP_POWER_4369" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4369" charelem="145" legality="rules-legal" />
<RulesElement name="" type="" charelem="182" legality="rules-legal" />
<RulesElement name="Dungeoneering" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_DUNGEONEERING" charelem="8" legality="rules-legal" />
<RulesElement name="Acrobatics" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ACROBATICS" charelem="7" legality="rules-legal" />
<RulesElement name="Athletics" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_ATHLETICS" charelem="12" legality="rules-legal" />
<RulesElement name="Nature" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_NATURE" charelem="9" legality="rules-legal" />
<RulesElement name="Perception" type="Skill Training" internal-id="ID_INTERNAL_SKILL_TRAINING_PERCEPTION" charelem="10" legality="rules-legal" />
</RulesElement>
<RulesElement name="Beast Protector" type="Feat" internal-id="ID_FMP_FEAT_753" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=753" charelem="146" legality="rules-legal" />
<RulesElement name="Hurling Charge" type="Power" internal-id="ID_FMP_POWER_10596" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10596" charelem="147" legality="rules-legal" />
<RulesElement name="Driving the Quarry" type="Power" internal-id="ID_FMP_POWER_4375" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4375" charelem="148" legality="rules-legal" />
<RulesElement name="" type="" charelem="183" legality="rules-legal" />
</RulesElement>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Raise Beast Companion" type="Ritual" internal-id="ID_FMP_RITUAL_187" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=187" charelem="184" legality="rules-legal" />
</loot>
<loot count="1" equip-count="1" ShowPowerCard="1" >
<RulesElement name="Longsword" type="Weapon" internal-id="ID_FMP_WEAPON_19" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=19&amp;ftype=3" charelem="185" legality="rules-legal" />
</loot>
<loot count="3" equip-count="1" ShowPowerCard="1" >
<RulesElement name="Short spear" type="Weapon" internal-id="ID_FMP_WEAPON_165" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=165&amp;ftype=3" charelem="186" legality="rules-legal" />
</loot>
<loot count="1" equip-count="1" ShowPowerCard="1" >
<RulesElement name="Hide Armor" type="Armor" internal-id="ID_FMP_ARMOR_3" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=2" charelem="187" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Adventurer&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=4" charelem="188" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Climber&apos;s Kit" type="Gear" internal-id="ID_FMP_GEAR_20" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=4" charelem="189" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Gray Rain Cloak" type="Gear" internal-id="ID_FMP_GEAR_211" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=211&amp;ftype=4" charelem="190" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Hammer" type="Gear" internal-id="ID_FMP_GEAR_22" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=22&amp;ftype=4" charelem="191" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Identification Papers with Portrait" type="Gear" internal-id="ID_FMP_GEAR_105" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=105&amp;ftype=4" charelem="192" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Iron spikes" type="Gear" internal-id="ID_FMP_GEAR_155" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=155&amp;ftype=4" charelem="193" legality="rules-legal" />
</loot>
<loot count="1" equip-count="0" ShowPowerCard="1" >
<RulesElement name="Sunrod" type="Gear" internal-id="ID_FMP_GEAR_7" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=7&amp;ftype=4" charelem="194" legality="rules-legal" />
</loot>
</Level>

<Grabbag>
<RulesElement name="" type="" charelem="195" legality="rules-legal" >
<RulesElement name="House Vadalis" type="Internal" internal-id="ID_INTERNAL_INTERNAL_HOUSE_VADALIS" charelem="149" legality="rules-legal" />
</RulesElement>
<rules>
<grant name="ID_INTERNAL_INTERNAL_HOUSE_VADALIS" type="Internal" />
</rules>
</Grabbag>
<!—
Textstrings are builder variables and contain entered text data, such
as character names, as well as internal data
—>
<textstring name="_PER_LEVEL_1_Carried Money" >
1 gp; 5 sp
</textstring>
<textstring name="_PER_LEVEL_1_Stored Money" >

</textstring>
<textstring name="_PER_LEVEL_1_Residuum" >
0
</textstring>
<textstring name="CampaignSettingID" >
&lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-16&quot;?&gt;&lt;ContentIdentifier xmlns:i=&quot;http://www.w3.org/2001/XMLSchema-instance&quot; xmlns=&quot;http://schemas.datacontract.org/2004/07/WotC.ContentVault&quot;&gt;&lt;ContentID&gt;2&lt;/ContentID&gt;&lt;Official&gt;true&lt;/Official&gt;&lt;OfficialTypeID i:nil=&quot;true&quot; /&gt;&lt;ScratchID i:nil=&quot;true&quot; /&gt;&lt;TypeID&gt;1&lt;/TypeID&gt;&lt;/ContentIdentifier&gt;
</textstring>
<textstring name="ID_FMP_RITUAL_187" >
Given
</textstring>
<textstring name="PortraitID" >
&lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-16&quot;?&gt;&lt;ContentIdentifier xmlns:i=&quot;http://www.w3.org/2001/XMLSchema-instance&quot; xmlns=&quot;http://schemas.datacontract.org/2004/07/WotC.ContentVault&quot;&gt;&lt;ContentID&gt;10000097&lt;/ContentID&gt;&lt;Official&gt;true&lt;/Official&gt;&lt;OfficialTypeID i:nil=&quot;true&quot; /&gt;&lt;ScratchID i:nil=&quot;true&quot; /&gt;&lt;TypeID&gt;2&lt;/TypeID&gt;&lt;/ContentIdentifier&gt;
</textstring>
<textstring name="PortraitExplicitlySet" >
False
</textstring>
<textstring name="name" >
Ranger
</textstring>
<textstring name="_INTERNAL_VersatileUsedTwoHanded" >
0
</textstring>
<textstring name="_INTERNAL_MainHandWeapon" >
Short spear
</textstring>

</D20Character>