<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.21</Version>
    <Filename>01-bug-fixes.part</Filename>
    <PartAddress>http://cbloader.com/sorted/01-bug-fixes.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/01-bug-fixes.txt</VersionAddress>
  </UpdateInfo>
  <!-- Bug Fixes -->
  <!-- 01-bug-fixes.part, version 1.21 -->
  <!-- Original release: 13-July-2011; Last modified: 26-December-2011 -->
  <!-- Test compiled with CBLoader build V1.3.0 -->
  <!-- This part file belongs to the July 2011 reorganization of data files. -->
  <!-- Special thanks to the entire community for handling the materials. -->
<Changelog>
 Updated 13-July-2011 File released
 Updated 13-July-2011 Cleaned up and removed redundant information.
 Updated 30-July-2011 Improved Razor Storm fix.
 Updated 31-July-2011 Fixed Spiked Shield-Shield Specialization interaction
 Updated 31-July-2011 Conflict Issues
 Updated 31-July-2011 Arena Fighting Feats now output to the power card they change
 Updated 05-August-2011 Fixed Iron Ki Deadly thingy, Entilzha4's Claw Fighter Fix
 Updated 13-August-2011 Minor update required for Flashing Blade Mastery (Scout)
 Updated 16-August-2011 Added Skill Powers Fix by Tivaan
 Updated 18-August-2011 Spirit's Power fix by MMAgCh
 Updated 20-August-2011 Deft Blade Fix - interacts with Weapon Finesse too
 Updated 22-August-2011 Metamorphosis of Spellflame attack correction
 Updated 27-August-2011 Removed Two-Weapon Defence, is now located in Feats.part
 Updated 04-September-2011 Added new short descriptions to feats
 Updated 25-September-2011 Revised racial trait short descriptions and added Instant Escape fix
 Updated 16-October-2011 Updated Spiked Gauntlet to allow to equip into Hands slot.
 Updated 26-December-2011 Gnome race fix for Ghost Sound (wizard base class side).
</Changelog>
  <!-- Spiked Chain Training Feat (by Drewjitsu (whos an asshole)) -->
  <RulesElement name="Spiked Chain Training" type="Feat" internal-id="ID_FMP_FEAT_1252" source="Dragon Magazine Annual 2009,Dragon Magazine 372" revision-date="8/27/2010 12:18:48 PM">
    <Category> ID_INTERNAL_CATEGORY_MULTICLASS_SPIKED_CHAIN,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS </Category>
    <Prereqs> Dex 13; ~MULTICLASS or Unlimited Multiclass </Prereqs>
    <print-prereqs> Dex 13 </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Spiked Chain: Gain proficiency with spiked chain and treat as double weapon </specific>
    <specific name="Special" />
    <specific name="type"> Multiclass Spiked Chain </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPIKED_CHAIN)" type="Proficiency" />
      <modify name="Spiked chain" type="Weapon" Field="_SecondaryEnd" value="ID_INTERNAL_SPIKED_CHAIN_SECONDARY_END" />
      <modify name="Spiked chain" type="Weapon" Field="Damage" value="2d4" />
      <modify name="Spiked chain" type="Weapon" Field="Group" list-addition="Light Blade" />
      <modify name="Spiked chain" type="Weapon" Field="Properties" list-addition="Stout, Off-hand" />
      <grant name="ID_INTERNAL_MULTICLASS_MULTICLASS" type="Multiclass" />
    </rules>
You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.
   </RulesElement>
  <!-- Spiked Chain Training (by MMAgCh) -->
  <RulesElement name="Spiked chain" type="Weapon" internal-id="ID_FMP_WEAPON_32" source="Player's Handbook" revision-date="8/27/2010 1:16:14 PM">
    <Category> ID_INTERNAL_CATEGORY_TWO-HANDS,ID_FMP_WEAPON_GROUP_10,ID_INTERNAL_CATEGORY_TWO-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
    <specific name="Full Text"> Spiked chain
Superior two-handed melee weapon
Cost: 30 gp
Damage: 2d4
Proficient: +3
Weight: 10 lb.

Properties: 
Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.).

Group: 
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.). </specific>
    <specific name="Weight"> 10 </specific>
    <specific name="Gold"> 30 </specific>
    <specific name="Range" />
    <specific name="Damage"> 2d4 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Melee </specific>
    <specific name="Hands Required"> Two-Handed </specific>
    <specific name="Item Slot"> Two-Hands </specific>
    <specific name="Group"> Flail </specific>
    <specific name="Properties"> Reach </specific>
  </RulesElement>
  <!-- Staff Fighting - (by MMAgCh) -->
  <RulesElement name="Staff Fighting" type="Feat" internal-id="ID_FMP_FEAT_951" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:26 PM">
    <Prereqs> Wis 13, proficient with a quarterstaff </Prereqs>
    <print-prereqs> Wis 13, proficient with a quarterstaff </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Treat quarterstaff as double weapon </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Quarterstaff" type="Weapon" Field="_Secondary End" value="ID_INTERNAL_QUARTERSTAFF_SECONDARY_END" />
      <modify name="Quarterstaff" type="Weapon" Field="Properties" list-addition="Defensive" />
      <modify name="Quarterstaff" type="Weapon" Field="Properties" list-addition="Stout" />
    </rules>
You can treat the quarterstaff as a double weapon. As a double weapon, both ends of the weapon deal 1d8 damage. The primary end gains the defensive and stout properties, and the secondary end gains the off-hand property. For more on double weapons, see Adventurer's Vault, page 10.
   </RulesElement>
  <!-- Agile Tempest  - (by MMAgCh) -->
  <RulesElement name="Agile Tempest" type="Feat" internal-id="ID_FMP_FEAT_830" source="Martial Power" revision-date="8/27/2010 12:18:18 PM">
    <Prereqs> 11th level, Dex 15, fighter, Tempest Technique class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, Dex 15, fighter, Tempest Technique class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> +1 damage with Tempest Technique (+2 at epic) </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Agile Tempest" value="+1" />
      <statadd name="Tempest Technique" value="+Agile Tempest" type="Armor Bonus" wearing="armor:chain" />
      <statadd name="Tempest Technique" value="+Agile Tempest" type="Armor Bonus" wearing="armor:light" />
      <statadd name="Tempest Technique (Hybrid)" value="+Agile Tempest" type="Armor Bonus" wearing="armor:chain" />
      <statadd name="Tempest Technique (Hybrid)" value="+Agile Tempest" type="Armor Bonus" wearing="armor:light" />
      <statadd name="Agile Tempest" value="+1" requires="Epic Tier" />
    </rules>
The damage bonus granted by your Tempest Technique when you wear chainmail or light armor increases by 1. At 21st level, it increases by 2.
   </RulesElement>
  <!-- Shield Math - (by SabreCat, dbmeboy, and probably a few others) -->
  <RulesElement name="Light Shield" type="Armor" internal-id="ID_FMP_ARMOR_7" source="Player's Handbook" revision-date="8/27/2010 1:16:35 PM">
    <Category> ID_FMP_POWER_1235,ID_INTERNAL_CATEGORY_LIGHT_SHIELDS </Category>
    <specific name="Full Text"> Light Shield
Description: While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it.
AC Bonus: +1
Weight: 6 lb.
Cost: 5 gp.
Type: Light Shields
You need to use your shield hand to wield a light shield properly. You can still use that hand to hold another item, to climb, or the like. However, you can't use your shield hand to make attacks. </specific>
    <specific name="Weight"> 6 </specific>
    <specific name="Armor Bonus"> 1 </specific>
    <specific name="Minimum Enhancement Bonus" />
    <specific name="Check"> - </specific>
    <specific name="Speed"> - </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Special" />
    <specific name="Armor Type"> Shield </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <specific name="Armor Category"> Light Shields </specific>
    <rules>
      <statadd name="Light Shield Defense Bonus" value="+1" />
      <statadd name="Armor Class" value="+Light Shield Defense Bonus" type="Shield" requires="Shield Proficiency (Light)" />
      <statadd name="Reflex Defense" value="+Light Shield Defense Bonus" type="Shield" requires="Shield Proficiency (Light)" />
      <statadd name="Shield Bonus" value="1" type="Shield Contribution" />
    </rules>
While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it.
   </RulesElement>
  <RulesElement name="Heavy Shield" type="Armor" internal-id="ID_FMP_ARMOR_8" source="Player's Handbook" revision-date="8/27/2010 1:16:35 PM">
    <Category> ID_FMP_POWER_1235,ID_INTERNAL_CATEGORY_HEAVY_SHIELDS </Category>
    <specific name="Full Text"> Heavy Shield
Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
AC Bonus: +2
Check: -2
Weight: 15 lb.
Cost: 10 gp.
Type: Heavy Shields
When you use a heavy shield, you gain a greater bonus to your AC and Reflex defense, but you can't use your shield hand for any other task. </specific>
    <specific name="Weight"> 15 </specific>
    <specific name="Armor Bonus"> 2 </specific>
    <specific name="Minimum Enhancement Bonus" />
    <specific name="Check"> -2 </specific>
    <specific name="Speed"> - </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Special" />
    <specific name="Armor Type"> Shield </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <specific name="Armor Category"> Heavy Shields </specific>
    <rules>
      <statadd name="Heavy Shield Defense Bonus" value="+2" />
      <statadd name="Armor Class" value="+Heavy Shield Defense Bonus" type="Shield" requires="Shield Proficiency (Heavy)" />
      <statadd name="Reflex Defense" value="+Heavy Shield Defense Bonus" type="Shield" requires="Shield Proficiency (Heavy)" />
      <statadd name="Shield Bonus" value="2" type="Shield Contribution" />
      <statadd name="Armor Penalty" value="-2" type="Heavy Shields" />
    </rules>
While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
   </RulesElement>
<RulesElement name="Spiked shield" type="Weapon" internal-id="ID_FMP_WEAPON_58" source="Adventurer's Vault" revision-date="8/27/2010 1:16:16 PM">
    <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE,ID_FMP_POWER_1235,ID_INTERNAL_CATEGORY_LIGHT_SHIELDS </Category>
    <specific name="Full Text"> Spiked shield
Superior one-handed melee weapon
Cost: 10 gp
Damage: 1d6
Proficient: +2
Range: -
Weight: 7 lb.

This light shield is constructed with a sharpened spike at its center. A spiked shield can be enchanted as a magic shield or a magic weapon, but not both. A spiked shield enchanted as a magic weapon does not occupy a character's magic item arms slot. Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers.

Properties: 
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't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
    <specific name="Weight"> 7 </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Range" />
    <specific name="Damage"> 1d6 </specific>
    <specific name="Proficiency Bonus"> 2 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Melee </specific>
	<specific name="Armor Type"> Shield </specific>
    <specific name="Hands Required"> One-Handed </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <specific name="Group"> Light Blade </specific>
    <specific name="Properties"> Off-hand </specific>
	<specific name="Armor Category"> Light Shields </specific>
    <rules>
      <statadd name="Light Shield Defense Bonus" value="1" type="Light Shield Defense Bonus" />
      <statadd name="Armor Class" value="+Light Shield Defense Bonus" type="Shield" requires="Shield Proficiency (Light)" />
      <statadd name="Reflex Defense" value="+Light Shield Defense Bonus" type="Shield" requires="Shield Proficiency (Light)" />
      <statadd name="Shield Bonus" value="1" type="Shield Contribution" />
	  <statadd name="Armor Class" value="+1" type="Feat" requires="Shield Specialization&amp;Shield Proficiency (Light)" />
	  <statadd name="Reflex Defense" value="+1" type="Feat" requires="Shield Specialization&amp;Shield Proficiency (Light)" />
	  <grant name="WearingOffHandLightBlade" type="Category" />
    </rules>
This light shield is constructed with a sharpened spike at its center. A spiked shield can be enchanted as a magic shield or a magic weapon, but not both. A spiked shield enchanted as a magic weapon does not occupy a character's magic item arms slot. Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers.
   </RulesElement>
   <RulesElement name="Spiked shield (large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_SPIKED_SHIELD" source="Adventurer's Vault" revision-date="8/27/2010 1:16:16 PM">
    <specific name="_SupportsID"> ID_FMP_WEAPON_58 </specific>
    <specific name="Full Text"> Large Spiked shield
Superior one-handed melee weapon
Cost: 10 gp
Damage: 1d8
Proficient: +2
Range: -
Weight: 14 lb.

This light shield is constructed with a sharpened spike at its center. A spiked shield can be enchanted as a magic shield or a magic weapon, but not both. A spiked shield enchanted as a magic weapon does not occupy a character's magic item arms slot. Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers.

Properties: 
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't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
    <specific name="Weight"> 14 </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Range" />
    <specific name="Damage"> 1d8 </specific>
    <specific name="Proficiency Bonus"> 2 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Melee </specific>
	<specific name="Armor Type"> Shield </specific>
    <specific name="Hands Required"> One-Handed </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <specific name="Group"> Light Blade </specific>
    <specific name="Properties"> Off-hand </specific>
	<specific name="Armor Category"> Light Shields </specific>
	<specific name="Size"> Large </specific>
    <rules>
     	<grant name="WearingOffHandLightBlade" type="Category" />
    </rules>
This light shield is constructed with a sharpened spike at its center. A spiked shield can be enchanted as a magic shield or a magic weapon, but not both. A spiked shield enchanted as a magic weapon does not occupy a character's magic item arms slot. Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers.
   </RulesElement>
  <!-- Deadeey Slinger Fix (by dbmeboy) -->
  <RulesElement name="Deadeye Slinger" type="Feat" internal-id="ID_FMP_FEAT_2405" source="Martial Power 2" revision-date="8/27/2010 12:20:13 PM">
    <Prereqs> Rogue </Prereqs>
    <print-prereqs> Rogue </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Gain +3 proficiency bonus with slings and treat as high crit </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Sling" type="Weapon" Field="Proficiency Bonus" value="3" />
      <modify name="Sling" type="Weapon" Field="Properties" list-addition="High Crit" />
      <modify name="Dejada" type="Weapon" Field="Proficiency Bonus" value="3" />
      <modify name="Dejada" type="Weapon" Field="Properties" list-addition="High Crit" />
    </rules>
You treat slings as having a +3 proficiency bonus and the high crit weapon property.
   </RulesElement>
  <!-- Vengeful Parry fix for weapon calculations -->
  <RulesElement name="Vengeful Parry" type="Power" internal-id="ID_FMP_POWER_7043" source="Divine Power" revision-date="8/27/2010 11:43:34 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_129,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,17 </Category>
    <Flavor> You parry your enemy's attack and make a riposte infused with holy power. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Avenger Attack 17 </specific>
    <specific name="Keywords"> Divine, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Trigger"> An enemy adjacent to you hits or misses you </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Effect"> The target takes a -2 penalty to the attack roll. Then make the attack against the target. </specific>
    <specific name="    Censure of Unity"> The penalty to the target's attack roll equals your Intelligence modifier. </specific>
    <specific name="Attack"> Wisdom vs. AC </specific>
    <specific name="Hit"> 2[W] + Wisdom modifier damage. You shift 1 square and then slide the target 2 squares to a square adjacent to you. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_129 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Iron Soul Hybrid Option for Hybrid Monk (by RGCrab) -->
  <RulesElement name="Iron Soul (Hybrid)" type="Class Feature" internal-id="ID_RGC_CLASS_FEATURE_3098" source="Player's Handbook 3" revision-date="10/5/2010 1:47:06 PM">
    <Category> ID_FMP_CLASS_FEATURE_2413,1 </Category>
    <specific name="Short Description"> Gain Iron Soul Flurry of Blows </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_13123 </specific>
    <specific name="type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_362 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13123 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13123" type="Power" />
      <modify name="Iron Soul Flurry of Blows" type="Power" Field="_ExtraKeywords" value="Flurry of Blows" />
      <grant name="ID_INTERNAL_COUNTSASFEATURE_IRON_SOUL" type="CountsAsFeature" />
    </rules>
	  Flurry of Blows: You gain the iron soul flurry of blows power.
   </RulesElement>
  <RulesElement name="Iron Soul" type="CountsAsFeature" internal-id="ID_INTERNAL_COUNTSASFEATURE_IRON_SOUL" source="Core"></RulesElement>
  <RulesElement name="Psuedo Psionic Augmentation" type="Class Feature" internal-id="ID_UNDR_CLASS_FEATURE_1812" revision-date="12/24/2010 11:57:00 AM">
    <Category> 1 </Category>
    <specific name="Short Description"> Qualify for Psionic Augmentation feats </specific>
    <specific name="Level"> 1 </specific>
  </RulesElement>
  <!-- Awakened Potential path for Psion. (by Undrhil) -->
  <RulesElement name="Awakened Potential" type="Feat" internal-id="ID_FMP_FEAT_3389" source="Psionic Power" revision-date="9/21/2010 1:43:46 PM">
    <Category> ID_INTERNAL_CATEGORY_MULTICLASS </Category>
    <Prereqs> Int 15, trained in Arcana </Prereqs>
    <print-prereqs> Int 15, trained in Arcana </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Gain Psionic Augmentation and 1 pp (+1 pp at epic tier); regain pps on extended rest </specific>
    <specific name="Special" />
    <specific name="type"> Multiclass </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <grant name="ID_UNDR_CLASS_FEATURE_1812" type="Class Feature" />
      <statadd name="Power Points" value="+1" />
      <statadd name="Power Points" value="+1" requires="Epic Tier" />
    </rules>
You gain the Psionic Augmentation class feature and 1 power point. You can spend this power point to augment powers, feats, or magic items that are augmentable. Once you spend this power point, you do not regain the power point until you take an extended rest. You also qualify for feats that require the Psionic Augmentation class feature. You gain 1 additional power point at 21st level.
   </RulesElement>
  <RulesElement name="Psionic Celerity" type="Feat" internal-id="ID_FMP_FEAT_3308" source="Psionic Power" revision-date="9/21/2010 11:07:22 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to speed when charging or running; spend 1 pp during move or charge to gain +2 to speed until end of turn </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Speed" value="+1" condition="whenever you run or charge" />
    </rules>
Whenever you run or charge, you gain a +1 bonus to speed.	During a move action or a charge, you can spend 1 power point to gain a +2 bonus to speed until the end of your turn.
   </RulesElement>
  <RulesElement name="Psionic Fortune" type="Feat" internal-id="ID_FMP_FEAT_3309" source="Psionic Power" revision-date="9/21/2010 11:07:23 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to saving throws when you have pps; spend 1 pp to increase the bonus to +3 until end of your turn when making saving throw </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Saving Throws" value="+1" type="Feat" condition="while you have at least 1 power point" />
    </rules>
While you have at least 1 power point, you gain a +1 feat bonus to saving throws.	When you make a saving throw, you can spend 1 power point to increase the feat bonus to +3 until the end of your turn.
   </RulesElement>
  <RulesElement name="Psionic Initiative" type="Feat" internal-id="ID_FMP_FEAT_3310" source="Psionic Power" revision-date="9/21/2010 11:07:25 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +3 to initiative; spend 1 pp to increase bonus to +6 when rolling initiative </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Initiative Misc" value="+3" type="Feat" />
    </rules>
You gain a +3 feat bonus to initiative checks.	When you roll initiative, you can spend 1 power point to increase the bonus to +6.
   </RulesElement>
  <RulesElement name="Psionic Reflexes" type="Feat" internal-id="ID_FMP_FEAT_3311" source="Psionic Power" revision-date="9/21/2010 11:07:26 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to OAs; spend 1 pp to gain +2 to OA you are making </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Opportunity Attack" value="+1" />
    </rules>
You gain a +1 bonus to opportunity attack rolls.	When you make an opportunity attack, you can spend 1 power point to gain a +2 power bonus to the attack roll.
   </RulesElement>
  <RulesElement name="Psionic Skill" type="Feat" internal-id="ID_FMP_FEAT_3312" source="Psionic Power" revision-date="9/21/2010 11:07:28 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to chosen skill; spend 1 pp to gain +3 to the skill when making check </specific>
    <specific name="Special"> You can take this feat more than once. Each time you take this feat, choose a different skill. </specific>
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <select type="Class Feature" number="1" Category="Psionic Skill" />
    </rules>
Choose any skill. You gain a +2 feat bonus to checks with that skill.	When you make a check with that skill, you can spend 1 power point to gain a +3 power bonus to the skill check.
   </RulesElement>
  <RulesElement name="Psionic Toughness" type="Feat" internal-id="ID_FMP_FEAT_3313" source="Psionic Power" revision-date="9/21/2010 11:07:29 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +3 hps per tier; spend 1 pp to regain additional 5 hp per tier with second wind </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Psionic Toughness" value="+3" />
      <statadd name="Psionic Toughness" value="+3" requires="Paragon Tier" />
      <statadd name="Psionic Toughness" value="+3" requires="Epic Tier" />
      <statadd name="Hit Points" value="+Psionic Toughness" />
    </rules>
When you take this feat, you gain additional hit points. You gain 3 additional hit points at each tier of play (at 1st, 11th, and 21st level).	In addition, when you use your second wind, you can spend 1 power point to regain 5 additional hit points. The additional hit points regained increase to 10 at 11th level and 15 at 21st level.
   </RulesElement>
  <RulesElement name="Beguiling Torment" type="Feat" internal-id="ID_FMP_FEAT_3276" source="Psionic Power" revision-date="9/21/2010 10:58:05 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature</Prereqs>
    <print-prereqs> Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> When you daze or stun enemy with discipline, can spend 1 pp to slide target 1 sq. </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
Whenever you daze or stun an enemy using a psionic power, you can spend 1 power point to slide that enemy 1 square.
   </RulesElement>
  <RulesElement name="Haunting Sounds" type="Feat" internal-id="ID_FMP_FEAT_3292" source="Psionic Power" revision-date="9/21/2010 11:06:57 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> Gnome, ghost sound power, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Gnome, ghost sound power, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Use ghost sound as at-will when you have pps; spend 1 pp with ghost sound to gain CA with next attack before end of your turn against enemy adjacent to sound </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Ghost Sounds" type="Power" Field="Haunting Sounds" value="While you have at least 1 power point, you can use your ghost sound as an at-will power. When you use your ghost sound, you can spend 1 power point to gain combat advantage with your next attack made before the end of your turn against one enemy adjacent to the target object or square." />
      <modify name="Ghost Sound" type="Power" Field="Haunting Sounds" value="While you have at least 1 power point, you can use your ghost sound as an at-will power. When you use your ghost sound, you can spend 1 power point to gain combat advantage with your next attack made before the end of your turn against one enemy adjacent to the target object or square." />
    </rules>
While you have at least 1 power point, you can use your ghost sound as an at-will power.	When you use your ghost sound, you can spend 1 power point to gain combat advantage with your next attack made before the end of your turn against one enemy adjacent to the target object or square.
   </RulesElement>
  <RulesElement name="Human Ingenuity" type="Feat" internal-id="ID_FMP_FEAT_3295" source="Psionic Power" revision-date="9/21/2010 11:07:01 AM">
    <Prereqs> Human, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Human, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> When you spend AP to attack, regain 1 pp </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <textstring name="Action Point" value="Human Ingenuity:When you spend an action point to make an extra attack, you regain 1 power point." />
    </rules>
When you spend an action point to make an extra attack, you regain 1 power point.
   </RulesElement>
  <RulesElement name="Ubiquitous Step" type="Feat" internal-id="ID_FMP_FEAT_3323" source="Psionic Power" revision-date="9/21/2010 11:07:56 AM">
    <Prereqs> Eladrin, fey step racial power, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> Eladrin, fey step racial power, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Regain fey step when first at 0 pps </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
The first time you drop to 0 power points during an encounter, you regain the use of your fey step.
   </RulesElement>
  <RulesElement name="Prescient Dodge" type="Feat" internal-id="ID_FMP_FEAT_3352" source="Psionic Power" revision-date="9/21/2010 11:11:08 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> 11th level, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> +2 to defenses until first turn; spend 1 pp to gain +2 to defenses until SoNT after hitting enemy with unaugmented power </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="AC" value="+2" condition="during each encounter, until the start of your first turn" />
      <statadd name="Fortitude Defense" value="+2" condition="during each encounter, until the start of your first turn" />
      <statadd name="Reflex Defense" value="+2" condition="during each encounter, until the start of your first turn" />
      <statadd name="Will Defense" value="+2" condition="during each encounter, until the start of your first turn" />
    </rules>
During each encounter, you gain a +2 bonus to all defenses until the start of your first turn.	Whenever you hit an enemy with an unaugmented attack power, you can spend 1 power point to gain a +2 power bonus to all defenses until the start of your next turn.
   </RulesElement>
  <RulesElement name="Psionic Rush" type="Feat" internal-id="ID_FMP_FEAT_3353" source="Psionic Power" revision-date="9/21/2010 11:11:11 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> 11th level, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> When you use AP, reduce augment cost of powers by 1 on that action </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <textstring name="Action Point" value="Psionic Rush:When you spend an action point to take an extra action, you can reduce the cost to augment any augmentable power you use during that action by 1 power point." />
    </rules>
When you spend an action point to take an extra action, you can reduce the cost to augment any augmentable power you use during that action by 1 power point.
   </RulesElement>
  <RulesElement name="Threefold Fortitude" type="Feat" internal-id="ID_FMP_FEAT_3362" source="Psionic Power" revision-date="9/21/2010 11:11:33 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> 11th level, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> +1 to Fortitude; on your turn, spend 1 pp to increase to +3 until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Fortitude Defense" value="+1" type="Feat" />
    </rules>
You gain a +1 feat bonus to Fortitude.	During your turn, you can spend 1 power point to increase the bonus to +3 until the end of your next turn.
   </RulesElement>
  <RulesElement name="Threefold Reflex" type="Feat" internal-id="ID_FMP_FEAT_3363" source="Psionic Power" revision-date="9/21/2010 11:11:35 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> 11th level, Psionic Augmentation class feature; Paragon Tier or Psuedo Psionic Augmentation class feature</Prereqs>
    <print-prereqs> 11th level, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> +1 to Reflex; on your turn, spend 1 pp to increase to +3 until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Reflex Defense" value="+1" type="Feat" />
    </rules>
You gain a +1 feat bonus to Reflex.	During your turn, you can spend 1 power point to increase the bonus to +3 until the end of your next turn.
   </RulesElement>
  <RulesElement name="Threefold Will" type="Feat" internal-id="ID_FMP_FEAT_3364" source="Psionic Power" revision-date="9/21/2010 11:11:37 AM">
    <Category> ID_INTERNAL_CATEGORY_AUGMENT </Category>
    <Prereqs> 11th level, Psionic Augmentation class feature; Paragon Tier or Psuedo Psionic Augmentation class feature</Prereqs>
    <print-prereqs> 11th level, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> +1 to Will; on your turn, spend 1 pp to increase to +3 until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Augment </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Will Defense" value="+1" type="Feat" />
    </rules>
You gain a +1 feat bonus to Will.	During your turn, you can spend 1 power point to increase the bonus to +3 until the end of your next turn.
   </RulesElement>
  <RulesElement name="Body Fuel" type="Feat" internal-id="ID_FMP_FEAT_3408" source="Psionic Power" revision-date="9/21/2010 1:45:06 PM">
    <Category> ID_INTERNAL_INTERNAL_ELAN_BLOODLINE </Category>
    <Prereqs> 11th level, Elan Heritage, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier; !bloodline or Elan Bloodline </Prereqs>
    <print-prereqs> 11th level, Elan Heritage, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> 1/encounter, regain 1 pp with second wind </specific>
    <specific name="Special" />
    <specific name="type"> Elan Bloodline </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <grant name="ID_INTERNAL_INTERNAL_BLOODLINE" type="Internal" />
      <grant name="ID_INTERNAL_INTERNAL_ELAN_BLOODLINE" type="Internal" />
    </rules>
Once per encounter when you use your second wind, you also regain 1 power point.
   </RulesElement>
  <RulesElement name="Far Realm's Blessing" type="Feat" internal-id="ID_FMP_FEAT_3413" source="Psionic Power" revision-date="9/21/2010 1:45:18 PM">
    <Category> ID_INTERNAL_INTERNAL_FOULBORN_BLOODLINE </Category>
    <Prereqs> 21st level, Foulborn Heritage, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Epic Tier; !bloodline or Foulborn Bloodline </Prereqs>
    <print-prereqs> 21st level, Foulborn Heritage, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Epic </specific>
    <specific name="Short Description"> Regain 1 pp when first bloodied </specific>
    <specific name="Special" />
    <specific name="type"> Foulborn Bloodline </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <grant name="ID_INTERNAL_INTERNAL_BLOODLINE" type="Internal" />
      <grant name="ID_INTERNAL_INTERNAL_FOULBORN_BLOODLINE" type="Internal" />
    </rules>
The first time you become bloodied in an encounter, you regain 1 power point.
   </RulesElement>
  <RulesElement name="Gift of the Eternal" type="Feat" internal-id="ID_FMP_FEAT_3414" source="Psionic Power" revision-date="9/21/2010 1:45:21 PM">
    <Category> ID_INTERNAL_INTERNAL_ELAN_BLOODLINE </Category>
    <Prereqs> 21st level, Elan Heritage, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Epic Tier; !bloodline or Elan Bloodline </Prereqs>
    <print-prereqs> 21st level, Elan Heritage, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Epic </specific>
    <specific name="Short Description"> Regain 1 pp at end of your first turn each encounter </specific>
    <specific name="Special" />
    <specific name="type"> Elan Bloodline </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <grant name="ID_INTERNAL_INTERNAL_BLOODLINE" type="Internal" />
      <grant name="ID_INTERNAL_INTERNAL_ELAN_BLOODLINE" type="Internal" />
    </rules>
At the end of your first turn in each encounter, you regain 1 power point.
   </RulesElement>
  <RulesElement name="Topaz Focus" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3156" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM">
    <Category> 21 </Category>
    <Prereqs> 21st level, any psionic class, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <specific name="Short Description"> +1 AC, cannot be dazed or dominated. Know the location of all aberrant creatures within 5 sq., do not grant them combat advantage, no -2 penalty to attack if they have cover/concealment. +2 Will vs. aberrant creatures. </specific>
    <specific name="Level"> 21 </specific>
    <rules>
      <statadd name="AC" value="+1" />
      <statadd name="Will Defense" value="+2" condition="against aberrant creatures" />
    </rules>
You protect yourself from aberrant influence with a meditative focus. You gain a +1 bonus to AC. You cannot be dazed or dominated. You gain a +2 bonus to Will against aberrant creatures, and you know the location of all aberrant creatures within 5 squares of you at all times. You don't grant combat advantage to those creatures, and if they have cover or concealment when you attack them, you don't take the -2 penalty to attack rolls against them.	When you will it, this focus manifests as a topaz gemstone in the center of your brow.
   </RulesElement>
  <RulesElement name="Topaz Meditation" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3157" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM">
    <Category> 24 </Category>
    <Prereqs> 21st level, any psionic class, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <specific name="Short Description"> +2 additional power points, +2 to all defenses. You cannot be immobilized or restrained. Ignore polymorph effects. </specific>
    <specific name="Level"> 24 </specific>
    <rules>
      <statadd name="Power Points" value="+2" />
      <statadd name="AC" value="+2" />
      <statadd name="Fortitude Defense" value="+2" />
      <statadd name="Reflex Defense" value="+2" />
      <statadd name="Will Defense" value="+2" />
    </rules>
Your focus grants you increased power. You gain 2 additional power points and a +2 bonus to all defenses, you cannot be immobilized or restrained, and you can ignore polymorph effects.
   </RulesElement>
  <RulesElement name="Topaz Flare" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3158" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM">
    <Category> 30 </Category>
    <Prereqs> 21st level, any psionic class, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <specific name="Short Description"> No power points remaining, unaugmented at-will attack power hits: odd roll = +5 extra psychic dmg, even roll = regain 2 power points. </specific>
    <specific name="Level"> 30 </specific>
While you have no power points remaining, your unaugmented at-will powers grant you a benefit when they hit. If your attack roll is an even number, you regain 2 power points. If your attack roll is an odd number, the target you hit takes 5 extra psychic damage.
   </RulesElement>
  <RulesElement name="Dual Mind Reserves" type="Feat" internal-id="ID_FMP_FEAT_2790" source="Dragon Magazine 385" revision-date="8/27/2010 12:20:38 PM">
    <Prereqs> 11th level, kalashtar, any psionic class, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, kalashtar, any psionic class, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> Regain 1 pp when you use second wind </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
When you use your second wind, you also regain 1 power point.
   </RulesElement>
  <RulesElement name="Psionic Rejuvenation" type="Feat" internal-id="ID_FMP_FEAT_2656" source="Player's Handbook 3" revision-date="8/27/2010 12:20:28 PM">
    <Prereqs> 11th level, shardmind, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, shardmind, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> Regain 1 pp when you use second wind </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
When you use your second wind, you also regain 1 power point.
   </RulesElement>
  <RulesElement name="Critical Reserve" type="Feat" internal-id="ID_FMP_FEAT_2638" source="Player's Handbook 3" revision-date="8/27/2010 12:20:27 PM">
    <Prereqs> 11th level, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, Psionic Augmentation class feature </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> 1/encounter, regain 1 pp when you crit with unaugmented at-will discipline </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
Once per encounter when you score a critical hit with an at-will psionic power that is unaugmented, you regain 1 power point.
   </RulesElement>
  <RulesElement name="Topaz Crusader" type="Epic Destiny" internal-id="ID_FMP_EPIC_DESTINY_767" source="Psionic Power" revision-date="9/21/2010 10:28:25 AM">
    <Prereqs> 21st level, any psionic class, Psionic Augmentation class feature or Psuedo Psionic Augmentation class feature </Prereqs>
    <print-prereqs> 21st level, any psionic class, Psionic Augmentation class feature </print-prereqs>
    <Flavor> The only cure for madness is to excise its corruption and destroy it. </Flavor>
    <specific name="Immortality"> ImmortalityAs your mortal life winds to its end, you push ever closer to your goal of eliminating the Far Realm's threat.	Into the Breach: Aberrant blood stains your weapons and armor. The horrors you have seen assail your memory, but you remain strong. Now is the time to carry the torch of purity against the hordes of corruption, finally driving back the tide that threatens all existence. Girding yourself in the protective energy contained in the psionic gemstone at your brow, you step out from this world, sounding one last battle cry as you carve a path of death and destruction into the heart of madness. You will end the Far Realm's threat even at the cost of your own life. In the centuries that follow, as the incursions of the unwholesome fade into myth, your spirit will find its reward. </specific>
    <specific name="Power Name" />
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3155, ID_FMP_CLASS_FEATURE_3156, ID_FMP_CLASS_FEATURE_3157, ID_FMP_CLASS_FEATURE_3158 </specific>
    <specific name="Powers"> ID_FMP_POWER_13424 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13424 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3155" type="Class Feature" Level="21" />
      <grant name="ID_FMP_CLASS_FEATURE_3156" type="Class Feature" Level="21" />
      <grant name="ID_FMP_CLASS_FEATURE_3157" type="Class Feature" Level="24" />
      <grant name="ID_FMP_CLASS_FEATURE_3158" type="Class Feature" Level="30" />
      <grant name="ID_FMP_POWER_13424" type="Power" Level="26" />
    </rules>
Constant pressure causes the Far Realm's corrupting influence to leak through even the smallest breaches into the natural world, spawning horrors that tear at the fabric of existence. These breaches represent some of the greatest dangers to the mortal realm, and generations of heroes have dedicated themselves to maintaining the integrity of the Far Realm's boundaries. Over a lifetime's adventuring, however, you have grown weary of this ultimately doomed effort.	For each fissure that is closed, two more open elsewhere. Worse, how many of the fault lines riddling creation remain undetected? The Far Realm relentlessly seeks to corrupt the mortal realm, but whereas most heroes seek only to defend against the Outside's malign influence, you have a better idea. You will turn the tide on the Far Realm by assaulting its borders, its creatures, its very nature. And if you cannot reshape the Far Realm with the benign influence of the natural world, you will destroy it utterly to eliminate the threat it represents.
</RulesElement>
  <!-- Rogue options introduced in Dragon 381 (by Undrhil) -->
  <RulesElement name="Duelist's Prowess" type="Power" internal-id="ID_FMP_POWER_10167" source="Dragon Magazine 381" revision-date="12/24/2010 1:57:51 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
    <Flavor> The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe's attack to draw it in for your own quick strike. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_10168 </specific>
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Stance </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_10168 </specific>
    <rules>
      <grant name="ID_FMP_POWER_10168" type="Power" />
    </rules>
  </RulesElement>
  <RulesElement name="Duelist's Prowess Attack" type="Power" internal-id="ID_FMP_POWER_10168" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:51 AM">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT </Category>
    <Prereqs> Unselectable; Unselectable </Prereqs>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> The power Duelist's Prowess must be active in order to use this power. </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Trigger"> An enemy adjacent to you attacks you </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_10167 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
  </RulesElement>
  <RulesElement name="Lashing Blade" type="Power" internal-id="ID_FMP_POWER_10173" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:53 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> A foe near you feels the sting of your blade as you lash out, but you attack so with such agility that this enemy has a problem returning the favor. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_10174 </specific>
    <specific name="Display"> Rogue Attack 7 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Effect"> Until the end of your next turn, you can use the Lashing Blade Attack power. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_10174 </specific>
    <rules>
      <grant name="ID_FMP_POWER_10174" type="Power" />
    </rules>
  </RulesElement>
  <RulesElement name="Lashing Blade Attack" type="Power" internal-id="ID_FMP_POWER_10174" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:54 AM">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_OPPORTUNITY_ACTION </Category>
    <Prereqs> Unselectable; Unselectable </Prereqs>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Opportunity Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Requirement"> The power Lashing Blade must be active in order to use this power. </specific>
    <specific name="Trigger"> An enemy starts its turn in or enters a square adjacent to you </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage, and the target takes a penalty to attacks against you equal to your Charisma modifier until the end of your next turn. </specific>
    <specific name=" Artful Dodger"> The attack penalty equals 2 + your Charisma modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_10173 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
  </RulesElement>
  <!-- Combat Medic Compendium Change (by Kitsap Charles) -->
  <RulesElement name="Combat Medic" type="Feat" internal-id="ID_FMP_FEAT_511" source="Player's Handbook 2" revision-date="8/27/2010 12:18:04 PM">
    <Prereqs> Training in Heal </Prereqs>
    <print-prereqs> Training in Heal </print-prereqs>
    <Flavor> You know that on the battlefield, every second counts. When your companions are badly injured, you tend to their wounds with speed and confidence. </Flavor>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Stabilize the dying as minor action; +2 to Heal </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Heal Misc" value="+2" type="Feat" />
    </rules>
You can administer first aid to stabilize a dying creature as a minor action, instead of a standard action.
Also, you gain a +2 feat bonus to Heal checks.
</RulesElement>
  <!-- Hafted Defense Fix (by Ryven Cedrylle) -->
  <RulesElement name="Hafted Defense" type="Feat" internal-id="ID_FMP_FEAT_2596" source="Player's Handbook 3" revision-date="8/27/2010 12:20:25 PM">
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to AC and Reflex while wielding polearm or staff in two hands </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="AC" value="+1" type="Shield" wearing="weapon:two-handed,polearm" />
      <statadd name="AC" value="+1" type="Shield" wearing="weapon:two-handed,staff" />
      <statadd name="AC" value="+1" type="Shield" wearing="only-weapon:polearm" />
      <statadd name="AC" value="+1" type="Shield" wearing="only-weapon:staff" />
      <statadd name="AC" value="+1" type="Shield" wearing="DUAL-WIELDING:staff" />
      <statadd name="AC" value="+1" type="Shield" wearing="DUAL-WIELDING:polearm" />
      <statadd name="Reflex Defense" value="+1" type="Shield" wearing="only-weapon:polearm" />
      <statadd name="Reflex Defense" value="+1" type="Shield" wearing="only-weapon:staff" />
      <statadd name="Reflex Defense" value="+1" type="Shield" wearing="weapon:two-handed,polearm" />
      <statadd name="Reflex Defense" value="+1" type="Shield" wearing="weapon:two-handed,staff" />
      <statadd name="Reflex Defense" value="+1" type="Shield" wearing="DUAL-WIELDING:staff" />
      <statadd name="Reflex Defense" value="+1" type="Shield" wearing="DUAL-WIELDING:polearm" />
    </rules>
While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex.
   </RulesElement>
  <!-- Hyrbid Elemental Spirit Fix (by Ryven Cedrylle) -->
  <RulesElement name="Companion Spirit (Hybrid)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1837" source="Player's Handbook 3" revision-date="10/5/2010 1:47:05 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> Gain the call spirit companion power and choose a Companion Spirit option </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_6515 </specific>
    <rules>
      <grant name="ID_FMP_POWER_6515" type="Power" />
      <select type="Class Feature" number="1" Category="Protector Spirit (Hybrid)|Stalker Spirit (Hybrid)|Watcher Spirit (Hybrid)|World Speaker Spirit (Hybrid)|Elemental Spirit (Hybrid)" />
      <grant name="ID_INTERNAL_COUNTSASFEATURE_COMPANION_SPIRIT" type="CountsAsFeature" />
    </rules>
You gain the call spirit companion power.

In addition, choose one of the Companion Spirit options. You don't gain the Spirit Boon or any of the powers granted by that choice, but you are considered to have the class feature for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.

Special: To select the at-will attack power associated with a Companion Spirit, you must have the appropriate spirit. For example, you can't select the stalker's strike power unless you have Stalker Spirit.
   </RulesElement>
  <RulesElement name="Elemental Spirit (Hybrid)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_ELEMENTAL_SPIRIT_(HYBRID)" source="Player's Handbook 3">
    <specific name="Short Description"> Count as having Elemental Spirit for prereqs and bonuses </specific>
    <specific name="_SupportsID"> ID_FMP_HYBRID_CLASS_444 </specific>
    <rules>
      <grant name="ID_INTERNAL_COUNTSASFEATURE_ELEMENTAL_SPIRIT" type="CountsAsFeature" />
    </rules>
You are considered to have the Elemental Spirit class feature for the purpose of meeting prerequisites and using the bonuses in powers tailored for it.
   </RulesElement>
  <RulesElement name="Elemental Spirit" type="CountsAsFeature" internal-id="ID_INTERNAL_COUNTSASFEATURE_ELEMENTAL_SPIRIT" source="Core"></RulesElement>
  <!-- Hellish Blast Keyword Fix (by Ryven Cedrylle) -->
  <RulesElement name="Hellish Blast" type="Feat" internal-id="ID_FMP_FEAT_2293" source="Player's Handbook Races: Tiefling" revision-date="8/27/2010 12:19:58 PM">
    <Prereqs> Tiefling, warlock, eldritch blast power </Prereqs>
    <print-prereqs> Tiefling, warlock, eldritch blast power </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description" > Can deal fire damage with eldritch blast gaining +1/+2/+3 (by tier) to damage </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Eldritch Blast" type="Power" Field="Hellish Blast" value="Whenever you use eldritch blast, you can choose for it to deal fire damage. If you do, it gains the fire keyword and you gain a +1 bonus to the damage roll. The bonus increases to +2 at 11th level and +3 at 21st level." />
      <statadd name="Hellish Blast" value="+1" requires="Paragon Tier" />
      <statadd name="Hellish Blast" value="+1" requires="Epic Tier" />
      <modify name="Eldritch Blast" type="Power" Field="Keywords" list-addition="Fire" />
    </rules>
Whenever you use eldritch blast, you can choose for it to deal fire damage. If you do, it gains the fire keyword and you gain a +1 bonus to the damage roll. The bonus increases to +2 at 11th level and +3 at 21st level.
   </RulesElement>
  <!-- Fixed extra Fort/Will addition in Paragon/Epic for Centered Breath (by Azrael Rose) -->
  <RulesElement name="Centered Breath" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1544" source="Player's Handbook 3" revision-date="10/5/2010 1:47:04 PM">
    <Category> ID_FMP_CLASS_FEATURE_1543,1 </Category>
    <specific name="Short Description"> Centered Flurry of Blows and Mental Equilibrium </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_7448 </specific>
    <specific name="type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_362 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_7448 </specific>
    <rules>
      <grant name="ID_FMP_POWER_7448" type="Power" />
      <modify name="Centered Flurry of Blows" type="Power" Field="_ExtraKeywords" value="Flurry of Blows" />
      <statadd name="Centered Breath" value="+1" />
      <statadd name="Centered Breath" value="+1" requires="Paragon Tier" />
      <statadd name="Centered Breath" value="+1" requires="Epic Tier" />
      <statadd name="Fortitude Defense" value="+Centered Breath" />
    </rules>
    The Centered Breath tradition focuses on honing your mental awareness to better harness psionic magic. This tradition teaches that only by controlling yourself can you control your environment. The tradition's adherents are typically ascetics, whose monasteries stand in quiet corners of the world where the monks can train and study without distraction. In some of these monasteries, speech is forbidden except for one hour each day.
    Flurry of Blows: You gain the centered flurry of blows power.
    Mental Equilibrium: You gain a +1 bonus to Fortitude. This bonus increases to +2 at 11th level and +3 at 21st level.
  </RulesElement>
  <!-- Fixed Escaped Slave theme skill training -->
  <RulesElement name="Escaped Slave" type="Theme" internal-id="ID_FMP_THEME_768" source="Dragon Magazine 390" revision-date="9/14/2010 9:52:32 AM">
    <Flavor> “No one is my master—not anymore. You think you're free? At least I had bonds to break. You can't even see the prison that surrounds you.” </Flavor>
    <specific name="Role"> ID_FMP_ROLE_3 </specific>
    <specific name="Power Source"> ID_FMP_POWER_SOURCE_1 </specific>
    <specific name="Creating"> Some slaves are sent to the arena as gladiators, but escaped slaves likely served their owners in some other capacity. Some toiled beneath the burning sun while others groaned in the shade as they bore fat masters on palanquins. An escaped slave might have belonged to a merchant, a noble, or even a sorcerer-king. An escaped slave might have fled from the watchful eye of an artisan who owns no others or from the vast retinue of a plantation owner.
	Rogues, bards, assassins, and others with a penchant for deceit make good choices for an escaped slave. The theme powers present useful abilities for melee combatants, but those who seek to hide their skills and avoid melee attacks, such as arcane casters or bow-wielding characters, might find the escaped slave theme useful. As a heroic escaped slave, your character might have learned the abilities of his or her class powers after escaping. Alternatively, your character's class might represent who he or she was before becoming enslaved. Perhaps your character hid these talents while owned by another, or maybe you put your abilities to use for your former master. </specific>
    <specific name="Granted Powers"> ID_FMP_POWER_13431 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13431,ID_FMP_POWER_13432,ID_FMP_POWER_13433,ID_FMP_POWER_13434,ID_FMP_POWER_13435,ID_FMP_POWER_13436,ID_FMP_POWER_13437,ID_FMP_POWER_13438 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13431" type="Power" />
      <grant name="ID_INTERNAL_SKILL_TRAINING_BLUFF" type="Skill Training" />
    </rules>
The cities of the sorcerer-kings crouch upon the backs of slaves. Slave bones litter their alleys. Slave blood makes mud in the dust of their streets. Almost everywhere you go in the city-states you see someone with a yoke around the neck and eyes cast toward the ground. Tyr presents the only exception, but Tyr has depended upon the labor of slaves just as much as any other city. Even it sells criminals into slavery beyond its walls. How long can such “freedom” last?
	Slaves have always been a part of Athasian society. A harsh world calls for harsh justice. Those who cannot obey the laws that protect all or who are not smart enough to bow before those stronger than themselves do not deserve the water it takes to keep them alive. People become slaves by angering or offending those more powerful than themselves. A slave might have owed a debt, stolen a crust of bread, or not bowed low or fast enough when a person of importance passed. Citizens are declared slaves for owning items desired by nobles, for being captured instead of killed during war, and for knowing information above their station. Those born to slaves are slaves owned by the mother's master. After all, the master lost work from the mother during pregnancy and must pay for the child's care. Such a child owes the master labor equal to the period of time until it can do the work of a full adult, and by then it has no doubt done something to warrant its continued slavery. Even the kindest master realizes that a child raised in slavery is ill equipped for freedom and would likely die shortly after release. Though a slave lives a harsh life with no security, a master must provide for a slave's needs or accept the loss of that investment.
	Once declared a slave, a person becomes property. Slaves change hands like money. They are won and lost in bets, sold at auction, and brought to market. Slave owners with slaves that have specialized skills or unusual attributes seek out buyers with particular needs. A slave owner can do what he or she likes with a slave, and it's no concern of anyone else. Masters expect slaves to work incredibly hard to earn their keep or face death in the arena, a quick execution, or whatever other cruelty the master dreams up.
	Few slaves even dream of escape. The declaration of slavery is like a death sentence in its finality. Even if the leather and bone manacles are broken, even if the guards are evaded or killed, the rest of the world hates and fears an escaped slave. Those who aid an escaped slave—even unwittingly—can expect to become slaves themselves. Those who turn them in often receive a reward worth as much as half the slave's value. Only Tyr offers a slim hope of sanctuary, and if a slave has angered the master enough, many ways exist to take someone from that city.
	An escaped slave's only hope is to see freedom as a rebirth. Old haunts, one-time friends, even family—all need to be avoided for fear of being recognized and turned in. Hide the brand, disguise the tattoo, cover up the scars, explain the calluses away—successful escaped slaves do all this and more. Escaped slaves must take up a new name, a new history, and if one can manage it, a new appearance. Some escaped slaves do all this, but the strong will and sharp mind such a life requires often drives successful escaped slaves back toward their former owners, exchanging one master for another: revenge.
   </RulesElement>
  <!-- Dex based Weapon Calculation Fix (by MMAgCH) -->
  <RulesElement name="Driving Flurry" type="Power" internal-id="ID_FMP_POWER_2456" source="Martial Power" revision-date="8/27/2010 11:28:02 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_3,ID_FMP_FEAT_893,ID_FMP_CATEGORY_47,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> You force your opponent back with a sustained series of jabs, then use the break in his defenses to slip away. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 17 </specific>
    <specific name="Keywords"> Invigorating, Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength vs. AC </specific>
    <specific name="Hit"> 2[W] + Strength modifier damage, and you push the target 2 squares. You can then shift 2 squares. </specific>
    <specific name=" Weapon"> If you're wielding a light blade or a heavy blade, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_2360 </specific>
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_2456:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:light blade" />
      <statadd name="ID_FMP_POWER_2456:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:heavy blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Gale of Steel" type="Power" internal-id="ID_FMP_POWER_2468" source="Martial Power" revision-date="8/27/2010 11:28:05 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
    <Flavor> You cut through the ranks of your foes like a fierce wind. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 15 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each enemy in burst you can see </specific>
    <specific name="Attack"> Strength vs. AC </specific>
    <specific name="Hit"> 2[W] + Strength modifier damage. </specific>
    <specific name=" Weapon"> If you're wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Effect"> You can shift 1 square and repeat the attack against any enemy you haven't already hit with the attack. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_2468:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:light blade" />
      <statadd name="ID_FMP_POWER_2468:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:heavy blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Agonizing Assault" type="Power" internal-id="ID_FMP_POWER_4322" source="Martial Power" revision-date="8/27/2010 11:33:50 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
    <Flavor> Your attack hits your adversary in a sensitive area, causing it to reel in pain. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 5 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength vs. AC </specific>
    <specific name="Hit"> 2[W] + Strength modifier damage, and the target is dazed and immobilized (save ends both). </specific>
    <specific name=" Weapon"> If you're wielding a flail, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Miss"> Half damage, and the target is not dazed or immobilized. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4322:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:flail" />
    </rules>
  </RulesElement>
  <RulesElement name="Hounding Longarm" type="Power" internal-id="ID_FMP_POWER_4325" source="Martial Power" revision-date="8/27/2010 11:33:51 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 </Category>
    <Flavor> With a sharp jab, you shove your enemy backward, continuing to guard against him with your polearm. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 5 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a reach weapon. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength vs. Fortitude </specific>
    <specific name="Hit"> 2[W] + Strength modifier damage, and you push the target 1 square. </specific>
    <specific name=" Special"> If you are an eladrin, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Effect"> Until the end of the encounter, each time the target shifts or makes an attack that doesn't include you as a target, you can shift 1 square and make a melee basic attack against the target as an immediate interrupt. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4325:damage" value="+ABILITYMOD(Dexterity)" requires="Eladrin" />
    </rules>
  </RulesElement>
  <RulesElement name="Assured Strike" type="Power" internal-id="ID_FMP_POWER_4336" source="Martial Power" revision-date="8/27/2010 11:33:55 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> You pick out your foe's weak spot and drive your weapon home with surprising force. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 13 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Target"> One creature granting combat advantage to you </specific>
    <specific name="Attack"> Strength vs. Reflex </specific>
    <specific name="Hit"> 3[W] + Strength modifier damage. </specific>
    <specific name=" Weapon"> If you're wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Special"> If you are a halfling, you don't need combat advantage against the target. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4336:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:light blade" />
      <statadd name="ID_FMP_POWER_4336:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:heavy blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Slayer's Lunge" type="Power" internal-id="ID_FMP_POWER_4340" source="Martial Power" revision-date="8/27/2010 11:33:56 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,15 </Category>
    <Flavor> Scenting blood, you speed forward to finish your foe. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 15 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Trigger"> An enemy within 5 squares of you becomes bloodied </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Effect"> Before the attack, you can move your speed. </specific>
    <specific name="Attack"> Strength vs. AC </specific>
    <specific name="Hit"> 3[W] + Strength modifier damage, and the target is marked (save ends). If the target is already marked by you when you use this power, the attack deals extra damage equal to your Wisdom modifier. </specific>
    <specific name=" Special"> If you are an elf, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4340:damage" value="+ABILITYMOD(Dexterity)" requires="Elf" />
    </rules>
  </RulesElement>
  <RulesElement name="Protective Sweep" type="Power" internal-id="ID_FMP_POWER_4349" source="Martial Power" revision-date="8/27/2010 11:33:59 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
    <Flavor> You swing your weapon around with care, and then take up a defensive posture. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 19 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each creature in burst you can see </specific>
    <specific name="Attack"> Strength vs. AC </specific>
    <specific name="Hit"> 3[W] + Strength modifier damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name=" Weapon"> If you're wielding a flail or a heavy blade, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Effect"> You gain a +4 power bonus to AC until the start of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4349:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:flail" />
      <statadd name="ID_FMP_POWER_4349:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:heavy blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Meticulous Stab" type="Power" internal-id="ID_FMP_POWER_4354" source="Martial Power" revision-date="8/27/2010 11:34:01 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_3,ID_FMP_FEAT_893,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
    <Flavor> Your precision allows you to strike at a tiny hole in your foe's armor. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 23 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength vs. Reflex </specific>
    <specific name="Hit"> 3[W] + Strength modifier damage. </specific>
    <specific name=" Weapon"> If you're wielding a spear or a light blade, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Special"> When making an opportunity attack, you can use this power in place of a melee basic attack. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_2340, ID_FMP_FEAT_2360, ID_FMP_FEAT_1318 </specific>
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4354:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:spear" />
      <statadd name="ID_FMP_POWER_4354:damage" value="+ABILITYMOD(Dexterity)" wearing="weapon:light blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Cross-Body Parry" type="Power" internal-id="ID_FMP_POWER_4685" source="Martial Power" revision-date="8/27/2010 11:35:36 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_171,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,11 </Category>
    <Prereqs> Blade Dancer </Prereqs>
    <Flavor> As your foe swings, you quickly cross your blades to parry, then scissor those blades brutally into your attacker. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Blade Dancer Attack 11 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Trigger"> An enemy makes a melee attack against you </specific>
    <specific name="Requirement"> You must be wielding two melee weapons. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Strength vs. Reflex (main weapon and off-hand weapon), two attacks </specific>
    <specific name="Hit"> 1[W] damage per attack. If both attacks hit, the target is weakened until the end of your next turn. </specific>
    <specific name=" Weapon"> If you're wielding two light blades, two heavy blades, or a heavy blade and a light blade, each attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_171 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4685:damage" value="+ABILITYMOD(Dexterity)" wearing="DUAL-WIELDING:heavy blade,light blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Blade Dance" type="Power" internal-id="ID_FMP_POWER_4687" source="Martial Power" revision-date="8/27/2010 11:35:37 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_171,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Prereqs> Blade Dancer </Prereqs>
    <Flavor> For a moment, you transform into a deadly storm of blades. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Blade Dancer Attack 20 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding two melee weapons. </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"> You can shift 3 squares and repeat the attack against a second target. You can then shift 3 squares and repeat the attack against a third target. </specific>
    <specific name=" Weapon"> If you're wielding two light blades, two heavy blades, or a heavy blade and a light blade, the attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_171 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_4687:damage" value="+ABILITYMOD(Dexterity)" wearing="DUAL-WIELDING:heavy blade,light blade" />
    </rules>
  </RulesElement>
  <RulesElement name="Hand of Silver" type="Power" internal-id="ID_FMP_POWER_7064" source="Divine Power" revision-date="8/27/2010 11:43:41 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_129,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> Your hand shines with a silvery light as you touch your enemy, preventing its escape. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Avenger Attack 27 </specific>
    <specific name="Keywords"> Divine, Implement, Radiant </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee touch </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d12 + Wisdom modifier radiant damage, and the target is restrained until the end of your next turn. </specific>
    <specific name=" Censure of Pursuit"> The attack deals extra radiant damage equal to your Dexterity modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_129 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_7064:damage" value="+ABILITYMOD(Dexterity)" requires="Censure of Pursuit" />
    </rules>
  </RulesElement>
  <RulesElement name="Death Fangs" type="Power" internal-id="ID_FMP_POWER_9702" source="Primal Power" revision-date="8/27/2010 11:50:27 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> Your eyes glow red with feral fire as you are overcome with the death spirit, a primal force that lays low living things. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Druid Attack 27 </specific>
    <specific name="Keywords"> Beast Form, Implement, Primal </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee touch </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 5d10 + Wisdom modifier damage. </specific>
    <specific name=" Primal Predator"> The attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_9702:damage" value="+ABILITYMOD(Dexterity)" requires="Primal Predator" />
    </rules>
  </RulesElement>
  <RulesElement name="Seeker's Due" type="Power" internal-id="ID_FMP_POWER_12790" source="Dragon Magazine 389" revision-date="8/27/2010 12:05:34 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_472,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,3 </Category>
    <Flavor> You draw and fire, exulting in your attack's simplicity. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Seeker Attack 3 </specific>
    <specific name="Keywords"> Primal, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged weapon </specific>
    <specific name="Requirement"> You must be wielding a bow. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. AC </specific>
    <specific name="Hit"> 2[W] + Wisdom modifier damage. </specific>
    <specific name=" Bloodbond"> This attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Miss"> You gain a +2 power bonus to attack rolls using ranged basic attacks until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_472 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_12790:damage" value="+ABILITYMOD(Dexterity)" requires="Bloodbond" />
    </rules>
  </RulesElement>
  <RulesElement name="Seeker's Peerless Shot" type="Power" internal-id="ID_FMP_POWER_12798" source="Dragon Magazine 389" revision-date="8/27/2010 12:05:37 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_472,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,17 </Category>
    <Flavor> You send two missiles at the enemy, confident in the spirit's power to guide them true. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Seeker Attack 17 </specific>
    <specific name="Keywords"> Primal, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged weapon </specific>
    <specific name="Requirement"> You must be wielding a bow. </specific>
    <specific name="Target"> One or two creatures </specific>
    <specific name="Attack"> Wisdom vs. AC, two attacks </specific>
    <specific name="Hit"> 1[W] + 1d8 + Wisdom modifier damage. </specific>
    <specific name=" Bloodbond"> This attack deals extra damage equal to your Dexterity modifier. </specific>
    <specific name="Miss"> Make a ranged basic attack against any enemy within 5 squares of the creature you missed, using any square in the missed creature's space for the attack's origin square. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_472 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <rules>
      <statadd name="ID_FMP_POWER_12798:damage" value="+ABILITYMOD(Dexterity)" requires="Bloodbond" />
    </rules>
  </RulesElement>
  <!-- Goring Charge Fix (by BlindGeekUK) -->
  <RulesElement name="Goring Charge Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_GORING_CHARGE_STRENGTH" source="Player's Handbook 3">
    <Category> Goring Charge,Ability Choice </Category>
    <specific name="Short Description"> Use Str for goring charge </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_2480 </specific>
You use Strength as your key ability with &lt;i&gt;Goring Charge&lt;/i&gt;.
   </RulesElement>
  <RulesElement name="Goring Charge Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_GORING_CHARGE_DEXTERITY" source="Player's Handbook 3">
    <Category> Goring Charge,Ability Choice </Category>
    <specific name="Short Description"> Use Dex for goring charge </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_2480 </specific>
You use Dexterity as your key ability with &lt;i&gt;Goring Charge&lt;/i&gt;.
   </RulesElement>
  <RulesElement name="Goring Charge Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_GORING_CHARGE_CONSTITUTION" source="Player's Handbook 3">
    <Category> Goring Charge,Ability Choice </Category>
    <specific name="Short Description"> Use Con for goring charge </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_2480 </specific>
You use Constitution as your key ability with &lt;i&gt;Goring Charge&lt;/i&gt;.
   </RulesElement>
  <RulesElement name="Goring Charge" type="Power" internal-id="ID_FMP_POWER_2480" source="Player's Handbook 3" revision-date="8/27/2010 11:28:08 AM">
    <Category> ID_FMP_RACIAL_TRAIT_412,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You charge the enemy and gore it with your horns. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Minotaur Racial Power </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Effect"> You charge and make the following attack in place of a melee basic attack. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength +4 vs. AC, Constitution +4 vs. AC, or Dexterity +4 vs. AC 
Increase to +6 bonus at 11th level, and to +8 at 21st level. </specific>
    <specific name="Hit"> 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you knock the target prone. 
Increase to 2d6 + Strength, Constitution, or Dexterity modifier damage at 11th level, and to 3d6 + Strength, Constitution, or Dexterity modifier damage at 21st level. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_412 </specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Goring Charge,Ability Choice">
Goring Charge Key Ability
         </select>
    </rules>
  </RulesElement>
  <!-- Thundering Breath Fix (by Inferenz) -->
  <RulesElement name="Dragon Breath Acid" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_ACID" source="Player's Handbook">
    <Category> Dragon Breath,Element Choice </Category>
    <specific name="Short Description"> Dragon breath deals acid damage </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
    <rules>
      <modify name="Dragon Breath" type="Power" Field="Keywords" list-addition="Acid" />
    </rules>
Your Dragon Breath power deals acid damage.
   </RulesElement>
  <RulesElement name="Dragon Breath Cold" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_COLD" source="Player's Handbook">
    <Category> Dragon Breath,Element Choice </Category>
    <specific name="Short Description"> Dragon breath deals cold damage </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
    <rules>
      <modify name="Dragon Breath" type="Power" Field="Keywords" list-addition="Cold" />
    </rules>
Your Dragon Breath power deals cold damage.
   </RulesElement>
  <RulesElement name="Dragon Breath Fire" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_FIRE" source="Player's Handbook">
    <Category> Dragon Breath,Element Choice </Category>
    <specific name="Short Description"> Dragon breath deals fire damage </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
    <rules>
      <modify name="Dragon Breath" type="Power" Field="Keywords" list-addition="Fire" />
    </rules>
Your Dragon Breath power deals fire damage.
   </RulesElement>
  <RulesElement name="Dragon Breath Lightning" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_LIGHTNING" source="Player's Handbook">
    <Category> Dragon Breath,Element Choice </Category>
    <specific name="Short Description"> Dragon breath deals lightning damage </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
    <rules>
      <modify name="Dragon Breath" type="Power" Field="Keywords" list-addition="Lightning" />
    </rules>
Your Dragon Breath power deals lightning damage.
   </RulesElement>
  <RulesElement name="Dragon Breath Poison" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_POISON" source="Player's Handbook">
    <Category> Dragon Breath,Element Choice </Category>
    <specific name="Short Description"> Dragon breath deals poison damage </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
    <rules>
      <modify name="Dragon Breath" type="Power" Field="Keywords" list-addition="Poison" />
    </rules>
Your Dragon Breath power deals poison damage.
   </RulesElement>
  <RulesElement name="Dragon Breath" type="Power" internal-id="ID_FMP_POWER_1448" source="Player's Handbook" revision-date="8/27/2010 11:25:06 AM">
    <Category> ID_FMP_RACIAL_TRAIT_6,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_14,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Power </specific>
    <specific name="Keywords"></specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Targets"> All creatures in area. </specific>
    <specific name="Attack"> Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity +2 vs. Reflex </specific>
    <specific name="Hit"> 1d6 + Constitution modifier damage. 
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. </specific>
    <specific name="Special"> When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power's other effects. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_6 </specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Dragon Breath,Ability Choice">
Dragon Breath Key Ability
         </select>
      <select type="Racial Trait" number="1" Category="Dragon Breath,Element Choice">
Dragon Breath Damage Type
         </select>
    </rules>
  </RulesElement>
  <RulesElement name="Thundering Breath" type="Feat" internal-id="ID_FMP_FEAT_2217" source="Player's Handbook Races: Dragonborn" revision-date="8/27/2010 12:19:53 PM">
    <Prereqs> 11th level, dragonborn, dragon breath racial power that deals lightning damage; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, dragonborn, dragon breath racial power that deals lightning damage </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description" > Dragon breath deals thunder and lightning damage; push creatures hit with it Con modifier sq. </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Dragon Breath" type="Power" Field="Keywords" list-addition="Thunder" />
    </rules>
Your dragon breath deals thunder and lightning damage. You can push each target hit by your dragon breath a number of squares equal to your Constitution modifier.
   </RulesElement>
  <RulesElement name="Draconic Spellcaster" type="Feat" internal-id="ID_FMP_FEAT_1125" source="Arcane Power" revision-date="8/27/2010 12:18:40 PM">
    <Prereqs> Dragonborn, any arcane class </Prereqs>
    <print-prereqs> Dragonborn, any arcane class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to attacks and damage with arcane attacks that have the same damage type as your breath weapon (+2 at 15th, +3 at 25th level) </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Draconic Spellcaster" value="+1" type="Feat" />
      <statadd name="Draconic Spellcaster" value="+2" type="Feat" requires="15 level" />
      <statadd name="Draconic Spellcaster" value="+3" type="Feat" requires="25 level" />
      <statadd name="arcane,acid:attack" value="+Draconic Spellcaster" requires="Dragon Breath Acid" type="Feat" />
      <statadd name="arcane,cold:attack" value="+Draconic Spellcaster" requires="Dragon Breath Cold" type="Feat" />
      <statadd name="arcane,fire:attack" value="+Draconic Spellcaster" requires="Dragon Breath Fire" type="Feat" />
      <statadd name="arcane,lightning:attack" value="+Draconic Spellcaster" requires="Dragon Breath Lightning" type="Feat" />
      <statadd name="arcane,poison:attack" value="+Draconic Spellcaster" requires="Dragon Breath Poison" type="Feat" />
      <statadd name="arcane,thunder:attack" value="+Draconic Spellcaster" requires="Thundering Breath" type="Feat" />
      <statadd name="arcane,acid:damage" value="+Draconic Spellcaster" requires="Dragon Breath Acid" type="Feat" />
      <statadd name="arcane,cold:damage" value="+Draconic Spellcaster" requires="Dragon Breath Cold" type="Feat" />
      <statadd name="arcane,fire:damage" value="+Draconic Spellcaster" requires="Dragon Breath Fire" type="Feat" />
      <statadd name="arcane,lightning:damage" value="+Draconic Spellcaster" requires="Dragon Breath Lightning" type="Feat" />
      <statadd name="arcane,poison:damage" value="+Draconic Spellcaster" requires="Dragon Breath Poison" type="Feat" />
      <statadd name="arcane,thunder:damage" value="+Draconic Spellcaster" requires="Thundering Breath" type="Feat" />
    </rules>
You gain a +1 feat bonus to attack rolls and damage rolls when you use an arcane power that deals the same damage type as your breath weapon. The bonus increases to +2 at 15th level and to +3 at 25th level.
   </RulesElement>
  <!-- Defender's Gambit Fix (by MMAgCh) -->
  <RulesElement name="Defender's Gambit  " type="Power" internal-id="ID_FMP_POWER_4338" source="Martial Power" revision-date="8/27/2010 11:33:56 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_3,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
    <Flavor> Inviting attack, you lure your enemy into letting its guard down for a counterattack. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fighter Attack 15 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Primary Attack"> Strength vs. Will </specific>
    <specific name="Hit"> Until the end of your turn, you gain a power bonus to melee attack rolls and melee damage rolls against the target equal to your Wisdom modifier. </specific>
    <specific name="Effect"> The target can make a basic attack against you as an immediate reaction, and then you make a secondary attack against it as a free action. </specific>
    <specific name=" Secondary Attack"> Strength vs. AC </specific>
    <specific name=" Hit"> 5[W] + Strength modifier. </specific>
    <specific name=" Miss"> Half damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_3 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- SabreCat's Forbidding Strike Fix -->
  <RulesElement name="Forbidding Strike" type="Power" internal-id="ID_FMP_POWER_7384" source="PH Heroes: Series 2" revision-date="8/27/2010 11:45:26 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_4,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> The divine might of your attack extends your shield's magical protection to your ally. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Paladin Attack 1 </specific>
    <specific name="Keywords"> Divine, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be using a shield. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength vs. AC </specific>
    <specific name="Hit"> 1[W] + Strength modifier damage, and an ally adjacent to you gains resist 2 to all damage until the end of your next turn.
11th level: Resist 5 to all damage.
21st level: Resist 10 to all damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_4 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- MMAgCh's Holy Symbol Fix -->
  <RulesElement name="Superior Implement Training (Accurate symbol)" type="Feat" internal-id="ID_INTERNAL_FEAT_SUPERIOR_IMPLEMENT_TRAINING_(ACCURATE_SYMBOL)" source="Player's Handbook 3">
    <Prereqs> Can use the Holy Symbol implement </Prereqs>
    <print-prereqs> Can use the Holy Symbol implement </print-prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_2624 </specific>
    <specific name="_RequiresID"> ID_FMP_SUPERIOR_IMPLEMENT_96 </specific>
    <specific name="Short Description"> Can use Accurate symbols (accurate) </specific>
    <specific name="Tier"> Heroic </specific>
You can use the Accurate symbol superior implement.
  <rules><statadd name="implement:attack(Accurate symbol)" value="+1" requires="Superior Implement Training (Accurate symbol)" /></rules></RulesElement>
  <RulesElement name="Superior Implement Training (Astral symbol)" type="Feat" internal-id="ID_INTERNAL_FEAT_SUPERIOR_IMPLEMENT_TRAINING_(ASTRAL_SYMBOL)" source="Player's Handbook 3">
    <Prereqs> Can use the Holy Symbol implement </Prereqs>
    <print-prereqs> Can use the Holy Symbol implement </print-prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_2624 </specific>
    <specific name="_RequiresID"> ID_FMP_SUPERIOR_IMPLEMENT_97 </specific>
    <specific name="Short Description"> Can use Astral symbols (distant, energized (radiant)) </specific>
    <specific name="Tier"> Heroic </specific>
You can use the Astral symbol superior implement.
   <rules><statadd name="Astral symbol" value="+2" /><statadd name="implement,Radiant:damage(Astral symbol)" value="+Astral symbol" requires="Superior Implement Training (Astral symbol)" /><statadd name="Astral symbol" value="+1" requires="Paragon Tier" /><statadd name="Astral symbol" value="+1" requires="Epic Tier" /></rules></RulesElement>
  <RulesElement name="Superior Implement Training (Warding symbol)" type="Feat" internal-id="ID_INTERNAL_FEAT_SUPERIOR_IMPLEMENT_TRAINING_(WARDING_SYMBOL)" source="Player's Handbook 3">
    <Prereqs> Can use the Holy Symbol implement </Prereqs>
    <print-prereqs> Can use the Holy Symbol implement </print-prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_2624 </specific>
    <specific name="_RequiresID"> ID_FMP_SUPERIOR_IMPLEMENT_98 </specific>
    <specific name="Short Description"> Can use Warding symbols (shielding, unstoppable) </specific>
    <specific name="Tier"> Heroic </specific>
You can use the Warding symbol superior implement.
   <rules><statadd name="implement,fortitude:attack(Warding symbol)" value="+1" requires="Superior Implement Training (Warding symbol)" /></rules></RulesElement>
  <RulesElement name="Superior Implement Training (Wrathful symbol)" type="Feat" internal-id="ID_INTERNAL_FEAT_SUPERIOR_IMPLEMENT_TRAINING_(WRATHFUL_SYMBOL)" source="Player's Handbook 3">
    <Prereqs> Can use the Holy Symbol implement </Prereqs>
    <print-prereqs> Can use the Holy Symbol implement </print-prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_2624 </specific>
    <specific name="_RequiresID"> ID_FMP_SUPERIOR_IMPLEMENT_99 </specific>
    <specific name="Short Description"> Can use Wrathful symbols (empowered crit, undeniable) </specific>
    <specific name="Tier"> Heroic </specific>
You can use the Wrathful symbol superior implement.
   <rules><statadd name="implement,will:attack(Wrathful symbol)" value="+1" requires="Superior Implement Training (Wrathful symbol)" /></rules></RulesElement>
  <RulesElement name="Accurate symbol" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_96" source="Player's Handbook 3" revision-date="8/27/2010 1:16:20 PM">
    <specific name="Full Text"> Accurate symbol
Superior implement 
Cost: 25 gp
Weight: 1 lb.

An accurate symbol is carved with symbols of power that channel divine energy more precisely.

Properties: 
Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.).

Group: 
Holy Symbol (If you are a member of a class that can use a holy symbol as an implement, you can apply the enhancement bonus of a holy symbol to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a holy symbol's properties and powers. Members of other classes gain no benefit from wearing or holding a holy symbol.
A holy symbol represents your deity and takes the shape of an aspect of the god. (See pages 21–22 for the symbols of the good, lawful good, and unaligned deities.) As with most other implements, you can't make melee attacks with a holy symbol.
Unlike other implements, you need only to wear a holy symbol for its property or power to function. If you are wearing or holding more than one holy symbol, none of your symbols function.). </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 25 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Holy Symbol </specific>
    <specific name="Properties"> Accurate </specific>
    <specific name="Item Slot"> Off-hand </specific> 
An accurate symbol is carved with symbols of power that channel divine energy more precisely.
</RulesElement>
  <RulesElement name="Astral symbol" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_97" source="Player's Handbook 3" revision-date="8/27/2010 1:16:20 PM">
    <specific name="Full Text"> Astral symbol
Superior implement 
Cost: 18 gp
Weight: 1 lb.

An astral symbol is crafted of solidified mist from the Astral Sea and glows with a faint silvery light.

Properties: 
Distant (The range of your area and ranged attack powers increases by 2 when they're used through a distant implement.).
Energized (radiant) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).

Group: 
Holy Symbol (If you are a member of a class that can use a holy symbol as an implement, you can apply the enhancement bonus of a holy symbol to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a holy symbol's properties and powers. Members of other classes gain no benefit from wearing or holding a holy symbol.
A holy symbol represents your deity and takes the shape of an aspect of the god. (See pages 21–22 for the symbols of the good, lawful good, and unaligned deities.) As with most other implements, you can't make melee attacks with a holy symbol.
Unlike other implements, you need only to wear a holy symbol for its property or power to function. If you are wearing or holding more than one holy symbol, none of your symbols function.). </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 18 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Holy Symbol </specific>
    <specific name="Properties"> Distant, Energized (radiant) </specific>
    <specific name="_DamageType"> Radiant </specific>
    <specific name="Item Slot"> Off-hand </specific>
      
An astral symbol is crafted of solidified mist from the Astral Sea and glows with a faint silvery light.
   </RulesElement>
  <RulesElement name="Warding symbol" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_98" source="Player's Handbook 3" revision-date="8/27/2010 1:16:20 PM">
    <specific name="Full Text"> Warding symbol
Superior implement 
Cost: 21 gp
Weight: 1 lb.

A warding symbol has protective glyphs carved into its adamantine surface.

Properties: 
Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.).
Unstoppable (You gain a +1 bonus to attack rolls against Fortitude when attacking with an unstoppable implement.).

Group: 
Holy Symbol (If you are a member of a class that can use a holy symbol as an implement, you can apply the enhancement bonus of a holy symbol to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a holy symbol's properties and powers. Members of other classes gain no benefit from wearing or holding a holy symbol.
A holy symbol represents your deity and takes the shape of an aspect of the god. (See pages 21–22 for the symbols of the good, lawful good, and unaligned deities.) As with most other implements, you can't make melee attacks with a holy symbol.
Unlike other implements, you need only to wear a holy symbol for its property or power to function. If you are wearing or holding more than one holy symbol, none of your symbols function.). </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 21 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Holy Symbol </specific>
    <specific name="Properties"> Shielding, Unstoppable </specific>
    <specific name="Item Slot"> Off-hand </specific>
      
A warding symbol has protective glyphs carved into its adamantine surface.
   </RulesElement>
  <RulesElement name="Wrathful symbol" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_99" source="Player's Handbook 3" revision-date="8/27/2010 1:16:20 PM">
    <specific name="Full Text"> Wrathful symbol
Superior implement 
Cost: 23 gp
Weight: 1 lb.

A wrathful symbol is made from black iron mined in Chernoggar and engraved with runes of divine fury.

Properties: 
Empowered Crit (When you score a critical hit with an empowered crit implement, the attack deals 1d10 extra damage. The extra damage increases to 2d10 at 11th level and 3d10 at 21st level.).
Undeniable (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.).

Group: 
Holy Symbol (If you are a member of a class that can use a holy symbol as an implement, you can apply the enhancement bonus of a holy symbol to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a holy symbol's properties and powers. Members of other classes gain no benefit from wearing or holding a holy symbol.
A holy symbol represents your deity and takes the shape of an aspect of the god. (See pages 21–22 for the symbols of the good, lawful good, and unaligned deities.) As with most other implements, you can't make melee attacks with a holy symbol.
Unlike other implements, you need only to wear a holy symbol for its property or power to function. If you are wearing or holding more than one holy symbol, none of your symbols function.). </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 23 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Holy Symbol </specific>
    <specific name="Properties"> Empowered Crit, Undeniable </specific>
    <specific name="Item Slot"> Off-hand </specific>
      
A wrathful symbol is made from black iron mined in Chernoggar and engraved with runes of divine fury.
   </RulesElement>
  <RulesElement name="Fallen Needle [Movement Technique]" type="Power" internal-id="ID_FMP_POWER_13220" source="Dragon Magazine 389" revision-date="8/27/2010 12:07:52 PM">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_60,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Prereqs> Unselectable; Unselectable </Prereqs>
    <Flavor> A single, sharp blow readies you to step away at a moment's notice. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Full Discipline, Psionic </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You shift 1 square or move 3 squares. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_13219 </specific>
    <specific name="Class"> ID_FMP_CLASS_362 </specific>
  </RulesElement>
  <!-- Blood Drain Fix by useless_kodama -->
  <RulesElement name="Blood Drain" type="Power" internal-id="ID_FMP_POWER_6579" source="Dragon Magazine Annual 2009,Dragon Magazine 371" revision-date="8/27/2010 11:42:34 AM">
    <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> Vigor rushes through your body as you drain life energy from your victim </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Feat Power </specific>
    <specific name="Keywords"> Healing </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee touch </specific>
    <specific name="Target"> One living creature you have grabbed </specific>
    <specific name="Attack"> Strength +2 vs. Fortitude, Constitution +2 vs. Fortitude, or Dexterity +2 vs. Fortitude
Level 11: +4
Level 21: +6 </specific>
    <specific name="Hit"> 1d4 + Constitution modifier damage, and you can spend a healing surge.
Level 11: 2d4 + Constitution modifier damage.
Level 21: 3d4 + Constitution modifier damage. </specific>
    <specific name="Special"> When you select the Vampiric Heritage feat, you determine whether you use Strength, Constitution, or Dexterity to attack with this power. </specific>
    <specific name="_Associated Feats" />
    <rules>
      <select type="Racial Trait" number="1" Category="Blood Drain,Ability Choice" />
    </rules>
  </RulesElement>
  <!-- Divine Power Feat Fixes (by Vandrii) -->
  <RulesElement name="Power of Arcana" type="Feat" internal-id="ID_FMP_FEAT_1424" source="Divine Power" revision-date="8/27/2010 12:19 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the arcana domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the arcana domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Arcana; associated powers are arcane as well as divine; using associated power grants +1 to attacks with spells until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, that power is arcane as well as divine. After using the power, you gain a +1 bonus to attack rolls with arcane powers until the end of your next turn. </specific>
    <specific name="Associated Powers"> Divine Bolts, Lance of Faith, Radiant Vengeance, Virtuous Strike </specific>
    <rules>
      <statadd name="Arcana Misc" value="+2" type="Feat" />
      <statadd name="ID_FMP_FEAT_1424 association:attack" value="+1" condition="with following arcane powers until end of your next turn" />
      <modify name="Divine Bolts" type="Power" Field="Keywords" list-addition="Arcane" />
      <modify name="Lance of Faith" type="Power" Field="Keywords" list-addition="Arcane" />
      <modify name="Radiant Vengeance" type="Power" Field="Keywords" list-addition="Arcane" />
      <modify name="Virtuous Strike" type="Power" Field="Keywords" list-addition="Arcane" />
    </rules>
You gain a +2 feat bonus to Arcana checks.
   </RulesElement>
  <RulesElement name="Power of Change" type="Feat" internal-id="ID_FMP_FEAT_1426" source="Divine Power" revision-date="8/27/2010 12:19:01 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the change domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the change domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Thievery; using associated power grants +1 to attacks with next encounter or daily power used before EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you gain a +1 bonus to attack rolls with the next encounter or daily attack power you use before the end of your next turn. </specific>
    <specific name="Associated Powers"> Bolstering Strike, Divine Bolts, Overwhelming Strike, Recovery Strike </specific>
    <rules>
      <statadd name="Thievery Misc" value="+2" type="Feat" />
      <statadd name="ID_FMP_FEAT_1426 association:attack" value="+1" condition="with next encounter or daily attack power you use before end of your next turn" />
    </rules>
You gain a +2 feat bonus to Thievery checks.
   </RulesElement>
  <RulesElement name="Power of Civilization" type="Feat" internal-id="ID_FMP_FEAT_1359" source="Dragon Magazine 374,Divine Power" revision-date="8/27/2010 12:18:56 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the civilization domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the civilization domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Diplomacy; +1 to damage with associated powers for each adjacent enemy </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you gain a +1 bonus to the damage roll for each enemy adjacent to you. </specific>
    <specific name="Associated Powers"> Leading Strike, Mantle of the Infidel, Priest's Shield, Valiant Strike </specific>
    <rules>
      <statadd name="Diplomacy Misc" value="+2" type="Feat" />
      <statadd name="ID_FMP_FEAT_1359 association:damage" value="+1" condition="for each enemy adjacent to you" />
    </rules>
You gain a +2 feat bonus to Diplomacy checks.
   </RulesElement>
  <RulesElement name="Power of Creation" type="Feat" internal-id="ID_FMP_FEAT_1361" source="Divine Power" revision-date="8/27/2010 12:18:56 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the creation domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the creation domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Religion; you or ally within 5 sq. gains +1 to AC until EoNT when you hit with associated power </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, you or an ally of your choice within 5 squares of you gains a +1 power bonus to AC until the end of your next turn. </specific>
    <specific name="Associated Powers"> Bolstering Strike, Grasping Shards, Radiant Vengeance, Righteous Brand </specific>
    <rules>
      <statadd name="Religion Misc" value="+2" type="Feat" />
      <modify name="Bolstering Strike" type="Power" Field="Power of Creation" value="If you hit, you or an ally of your choice within 5 squares of you gains +1 AC until the end of your next turn." />
      <modify name="Grasping Shards" type="Power" Field="Power of Creation" value="If you hit, you or an ally of your choice within 5 squares of you gains +1 AC until the end of your next turn." />
      <modify name="Radiant Vengeance" type="Power" Field="Power of Creation" value="If you hit, you or an ally of your choice within 5 squares of you gains +1 AC until the end of your next turn." />
      <modify name="Righteous Brand" type="Power" Field="Power of Creation" value="If you hit, you or an ally of your choice within 5 squares of you gains +1 AC until the end of your next turn." />
    </rules>
You gain a +2 feat bonus to Religion checks.
   </RulesElement>
  <RulesElement name="Power of Darkness" type="Feat" internal-id="ID_FMP_FEAT_1429" source="Divine Power" revision-date="8/27/2010 12:19:01 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the darkness domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the darkness domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Stealth; hit with associated power gives you concealment against the next attack against you before EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, you gain concealment against the next attack made against you before the end of your next turn. </specific>
    <specific name="Associated Powers"> Ardent Strike, Overwhelming Strike, Priest's Shield, Visions of Blood </specific>
    <rules>
      <statadd name="Stealth Misc" value="+2" type="Feat" />
      <modify name="Ardent Strike" type="Power" Field="Power of Darkness" value="If you hit, you gain concealment against the next attack made against you before the end of your next turn." />
      <modify name="Overwhelming Strike" type="Power" Field="Power of Darkness" value="If you hit, you gain concealment against the next attack made against you before the end of your next turn." />
      <modify name="Priest's Shield" type="Power" Field="Power of Darkness" value="If you hit, you gain concealment against the next attack made against you before the end of your next turn." />
      <modify name="Visions of Blood" type="Power" Field="Power of Darkness" value="If you hit, you gain concealment against the next attack made against you before the end of your next turn." />
    </rules>
You gain a +2 feat bonus to Stealth checks.
   </RulesElement>
  <RulesElement name="Power of Death" type="Feat" internal-id="ID_FMP_FEAT_1431" source="Divine Power" revision-date="8/27/2010 12:19:01 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the death domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the death domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Religion; +2/+3/+4 (by tier) to damage against bloodied enemies with associated powers </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit a bloodied enemy with it, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level. </specific>
    <specific name="Associated Powers"> Enfeebling Strike, Radiant Vengeance, Righteous Brand, Visions of Blood </specific>
    <rules>
      <statadd name="Religion Misc" value="+2" type="Feat" />
      <statadd name="Power of Death" value="+2" />
      <statadd name="Power of Death" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Death" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1431 association:damage" value="+Power of Death" condition="against a bloodied enemy" />
    </rules>
You gain a +2 feat bonus to Religion checks.
   </RulesElement>
  <RulesElement name="Power of Destruction" type="Feat" internal-id="ID_FMP_FEAT_1433" source="Divine Power" revision-date="8/27/2010 12:19:01 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the destruction domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the destruction domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Intimidate; +2/+3/+4 (by tier) to damage against unbloodied enemies with associated powers </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an unbloodied enemy with it, you deal 2 extra damage.. The extra damage increases to 3 at 11th level and 4 at 21st level. </specific>
    <specific name="Associated Powers"> Ardent Strike, Bond of Censure, Grasping Shards, Righteous Brand </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" type="Feat" />
      <statadd name="Power of Destruction" value="+2" />
      <statadd name="Power of Destruction" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Destruction" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1433 association:damage" value="+Power of Destruction" condition="against an unbloodied enemy" />
    </rules>
You gain a +2 feat bonus to Intimidate checks.
   </RulesElement>
  <RulesElement name="Power of Earth" type="Feat" internal-id="ID_FMP_FEAT_1434" source="Divine Power" revision-date="8/27/2010 12:19:02 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the earth domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the earth domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Athletics; enemy you hit with associated power is slowed until SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, that enemy is slowed until the start of your next turn. </specific>
    <specific name="Associated Powers"> Bolstering Strike, Overwhelming Strike, Recovery Strike, Visions of Blood </specific>
    <rules>
      <statadd name="Athletics Misc" value="+2" type="Feat" />
      <modify name="Bolstering Strike" type="Power" Field="Power of Earth" value="If you hit, target is slowed until the start of your next turn." />
      <modify name="Overwhelming Strike" type="Power" Field="Power of Earth" value="If you hit, target is slowed until the start of your next turn." />
      <modify name="Recovery Strike" type="Power" Field="Power of Earth" value="If you hit, target is slowed until the start of your next turn." />
      <modify name="Visions of Blood" type="Power" Field="Power of Earth" value="If you hit, target is slowed until the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Athletics checks.
   </RulesElement>
  <RulesElement name="Power of Fate" type="Feat" internal-id="ID_FMP_FEAT_1436" source="Divine Power" revision-date="8/27/2010 12:19:02 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the fate domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the fate domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Insight; +1 to attacks with associated powers against bloodied enemies </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat against a bloodied enemy, you gain a +1 bonus to the attack roll. </specific>
    <specific name="Associated Powers"> Astral Seal, Avenging Light, Bond of Retribution, Holy Strike </specific>
    <rules>
      <statadd name="Insight Misc" value="+2" type="Feat" />
      <statadd name="ID_FMP_FEAT_1436 association:attack" value="+1" condition="against a bloodied enemy" />
    </rules>
You gain a +2 feat bonus to Insight checks.
   </RulesElement>
  <RulesElement name="Power of Freedom" type="Feat" internal-id="ID_FMP_FEAT_1438" source="Divine Power" revision-date="8/27/2010 12:19:02 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the freedom domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the freedom domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Acrobatics; hit enemy with associated power to grant you or ally within 5 sq. +2 to next saving throw before SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, you or an ally within 5 squares of you gains a +2 bonus to his or her next saving throw before the start of your next turn. </specific>
    <specific name="Associated Powers"> Holy Strike, Leading Strike, Righteous Brand, Vanguard's Lightning </specific>
    <rules>
      <statadd name="Acrobatics Misc" value="+2" type="Feat" />
      <modify name="Holy Strike" type="Power" Field="Power of Freedom" list-addition="If you hit, you or an ally within 5 squares of you gains +2 to next saving throw before the start of your next turn." />
      <modify name="Leading Strike" type="Power" Field="Power of Freedom" list-addition="If you hit, you or an ally within 5 squares of you gains +2 to next saving throw before the start of your next turn." />
      <modify name="Righteous Brand" type="Power" Field="Power of Freedom" list-addition="If you hit, you or an ally within 5 squares of you gains +2 to next saving throw before the start of your next turn." />
      <modify name="Vanguard's Lightning" type="Power" Field="Power of Freedom" list-addition="If you hit, you or an ally within 5 squares of you gains +2 to next saving throw before the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Acrobatics checks.
   </RulesElement>
  <RulesElement name="Power of Hope" type="Feat" internal-id="ID_FMP_FEAT_1440" source="Divine Power" revision-date="8/27/2010 12:19:02 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the hope domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the hope domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Diplomacy; hit enemy with associated power to give ally within 5 sq. +1 to next attack roll before SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, one ally within 5 squares of you gains a +1 power bonus to the next attack roll he or she makes before the start of your next turn. </specific>
    <specific name="Associated Powers"> Avenging Light, Leading Strike, Righteous Brand, Valiant Strike </specific>
    <rules>
      <statadd name="Diplomacy Misc" value="+2" type="Feat" />
      <modify name="Avenging Light" type="Power" Field="Power of Hope" list-addition="If you hit, one ally within 5 squares of you gains +1 to their next attack roll before the start of your next turn." />
      <modify name="Leading Strike" type="Power" Field="Power of Hope" list-addition="If you hit, one ally within 5 squares of you gains +1 to their next attack roll before the start of your next turn." />
      <modify name="Righteous Brand" type="Power" Field="Power of Hope" list-addition="If you hit, one ally within 5 squares of you gains +1 to their next attack roll before the start of your next turn." />
      <modify name="Valiant Strike" type="Power" Field="Power of Hope" list-addition="If you hit, one ally within 5 squares of you gains +1 to their next attack roll before the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Diplomacy checks.
   </RulesElement>
  <RulesElement name="Power of Justice" type="Feat" internal-id="ID_FMP_FEAT_1363" source="Dragon Magazine 374,Divine Power" revision-date="8/27/2010 12:18:56 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the justice domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the justice domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Insight; hit with associated power to give bloodied allies within 10 sq. +1 to attacks until SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, each bloodied ally within 10 squares of you gains a +1 power bonus to attack rolls until the start of your next turn. </specific>
    <specific name="Associated Powers"> Bond of Censure, Mantle of the Infidel, Righteous Brand, Virtuous Strike </specific>
    <rules>
      <statadd name="Insight Misc" value="+2" type="Feat" />
      <modify name="Bond of Censure" type="Power" Field="Power of Justice" value="If you hit, each bloodied ally within 10 squares of you gains +1 attack until the start of your next turn." />
      <modify name="Mantle of the Infidel" type="Power" Field="Power of Justice" value="If you hit, each bloodied ally within 10 squares of you gains +1 attack until the start of your next turn." />
      <modify name="Righteous Brand" type="Power" Field="Power of Justice" value="If you hit, each bloodied ally within 10 squares of you gains +1 attack until the start of your next turn." />
      <modify name="Virtuous Strike" type="Power" Field="Power of Justice" value="If you hit, each bloodied ally within 10 squares of you gains +1 attack until the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Insight checks.
   </RulesElement>
  <RulesElement name="Power of Knowledge" type="Feat" internal-id="ID_FMP_FEAT_1443" source="Divine Power" revision-date="8/27/2010 12:19:03 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the knowledge domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the knowledge domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to History; gain +1 to all defenses until SoNT when you hit enemy with associated power </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, you gain a +1 power bonus to all defenses until the start of your next turn. </specific>
    <specific name="Associated Powers"> Astral Seal, Grasping Shards, Leading Strike, Virtuous Strike </specific>
    <rules>
      <statadd name="History Misc" value="+2" type="Feat" />
      <modify name="Astral Seal" type="Power" Field="Power of Knowledge" value="If you hit, you gain +1 to all defenses until the start of your next turn." />
      <modify name="Grasping Shards" type="Power" Field="Power of Knowledge" value="If you hit, you gain +1 to all defenses until the start of your next turn." />
      <modify name="Leading Strike" type="Power" Field="Power of Knowledge" value="If you hit, you gain +1 to all defenses until the start of your next turn." />
      <modify name="Virtuous Strike" type="Power" Field="Power of Knowledge" value="If you hit, you gain +1 to all defenses until the start of your next turn." />
    </rules>
You gain a +2 feat bonus to History checks.
   </RulesElement>
  <RulesElement name="Power of Life" type="Feat" internal-id="ID_FMP_FEAT_1445" source="Divine Power" revision-date="8/27/2010 12:19:03 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the life domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the life domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Heal; hit enemy with associated power to give ally within 10 sq. 3/5/8 (by tier) temp hp </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, one ally within 10 squares of you gains 3 temporary hit points. The temporary hit points increase to 5 at 11th level and 8 at 21st level. </specific>
    <specific name="Associated Powers"> Astral Seal, Avenging Light, Bolstering Strike, Radiant Vengeance </specific>
    <rules>
      <statadd name="Heal Misc" value="+2" type="Feat" />
      <modify name="Astral Seal" type="Power" Field="Power of Life" value="If you hit, one ally within 10 squares of you gains 3/5/8 (per tier) temporary HP." />
      <modify name="Avenging Light" type="Power" Field="Power of Life" value="If you hit, one ally within 10 squares of you gains 3/5/8 (per tier) temporary HP." />
      <modify name="Bolstering Strike" type="Power" Field="Power of Life" value="If you hit, one ally within 10 squares of you gains 3/5/8 (per tier) temporary HP." />
      <modify name="Radiant Vengeance" type="Power" Field="Power of Life" value="If you hit, one ally within 10 squares of you gains 3/5/8 (per tier) temporary HP." />
    </rules>
You gain a +2 feat bonus to Heal checks.
   </RulesElement>
  <RulesElement name="Power of Love" type="Feat" internal-id="ID_FMP_FEAT_1447" source="Divine Power" revision-date="8/27/2010 12:19:03 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the love domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the love domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Diplomacy; you can choose to deal no damage with associated power to give 1-2 allies within 5 sq. 5/10/15 (by tier) temp hp </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, you can choose to deal no damage and instead grant 5 temporary hit points to one or two allies within 5 squares of you. The temporary hit points increase to 10 at 11th level and 15 at 21st level. </specific>
    <specific name="Associated Powers"> Radiant Vengeance, Recovery Strike, Sun Strike, Virtuous Strike </specific>
    <rules>
      <statadd name="Diplomacy Misc" value="+2" type="Feat" />
      <modify name="Radiant Vengeance" type="Power" Field="Power of Love" value="If you hit, you may choose to deal no damage and instead grant 5/10/15 (per tier) temp HP to one or two allies within 5 squares of you." />
      <modify name="Recovery Strike" type="Power" Field="Power of Love" value="If you hit, you may choose to deal no damage and instead grant 5/10/15 (per tier) temp HP to one or two allies within 5 squares of you." />
      <modify name="Sun Strike" type="Power" Field="Power of Love" value="If you hit, you may choose to deal no damage and instead grant 5/10/15 (per tier) temp HP to one or two allies within 5 squares of you." />
      <modify name="Virtuous Strike" type="Power" Field="Power of Love" value="If you hit, you may choose to deal no damage and instead grant 5/10/15 (per tier) temp HP to one or two allies within 5 squares of you." />
    </rules>
You gain a +2 feat bonus to Diplomacy checks.
   </RulesElement>
  <RulesElement name="Power of Luck" type="Feat" internal-id="ID_FMP_FEAT_1449" source="Divine Power" revision-date="8/27/2010 12:19:03 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the luck domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the luck domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Acrobatics; associated powers crit with roll of 19-20 </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you can score a critical hit on a roll of 19-20. </specific>
    <specific name="Associated Powers"> Bond of Censure, Holy Strike, Lance of Faith, Vanguard's Lightning </specific>
    <rules>
      <statadd name="Acrobatics Misc" value="+2" type="Feat" />
      <modify name="Bond of Censure" type="Power" Field="Power of Luck" value="You score a critcal hit on a natural 19-20." />
      <modify name="Holy Strike" type="Power" Field="Power of Luck" value="You score a critcal hit on a natural 19-20." />
      <modify name="Lance of Faith" type="Power" Field="Power of Luck" value="You score a critcal hit on a natural 19-20." />
      <modify name="Vanguard's Lightning" type="Power" Field="Power of Luck" value="You score a critcal hit on a natural 19-20." />
    </rules>
You gain a +2 feat bonus to Acrobatics checks.
   </RulesElement>
  <RulesElement name="Power of Madness" type="Feat" internal-id="ID_FMP_FEAT_1451" source="Divine Power" revision-date="8/27/2010 12:19:04 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the madness domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the madness domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Bluff; enemy hit with associated power takes -1 to attacks until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, that enemy takes a -1 penalty to attack rolls until the end of your next turn. </specific>
    <specific name="Associated Powers"> Enfeebling Strike, Overwhelming Strike, Righteous Brand, Visions of Blood </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" type="Feat" />
      <modify name="Enfeebling Strike" type="Power" Field="Power of Madness" value="If you hit, target takes -1 attack penalty until the end of your turn." />
      <modify name="Overwhelming Strike" type="Power" Field="Power of Madness" value="If you hit, target takes -1 attack penalty until the end of your turn." />
      <modify name="Righteous Brand" type="Power" Field="Power of Madness" value="If you hit, target takes -1 attack penalty until the end of your turn." />
      <modify name="Visions of Blood" type="Power" Field="Power of Madness" value="If you hit, target takes -1 attack penalty until the end of your turn." />
    </rules>
You gain a +2 feat bonus to Bluff checks.
   </RulesElement>
  <RulesElement name="Power of Poison" type="Feat" internal-id="ID_FMP_FEAT_1455" source="Divine Power" revision-date="8/27/2010 12:19:04 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the poison domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the poison domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Bluff; associated powers can deal poison damage instead of normal damage gaining +2/+3/+4 (by tier) to damage </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you can choose to change its damage type to poison (the power gains the poison keyword and loses the keywords of its former damage types). If you do so, you deal 2 extra damage. The extra damage increases to 3 at 11th level and 4 at 21st level. </specific>
    <specific name="Associated Powers"> Overwhelming Strike, Enfeebling Strike, Grasping Shards, Righteous Brand </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" type="Feat" />
      <statadd name="Power of Poison" value="+2" />
      <statadd name="Power of Poison" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Poison" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1455 association:damage" value="+Power of Poison" condition="if you change the damage type to poison" />
    </rules>
You gain a +2 feat bonus to Bluff checks.
   </RulesElement>
  <RulesElement name="Power of Protection" type="Feat" internal-id="ID_FMP_FEAT_1457" source="Divine Power" revision-date="8/27/2010 12:19:04 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the protection domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the protection domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Heal; hit enemy with associated power to give +1 to all defenses of ally within 5 sq. until SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, one ally within 5 squares of you gains a +1 power bonus to all defenses until the start of your next turn. </specific>
    <specific name="Associated Powers"> Leading Strike, Priest's Shield, Valiant Strike, Vanguard's Lightning </specific>
    <rules>
      <statadd name="Heal Misc" value="+2" type="Feat" />
      <modify name="Leading Strike" type="Power" Field="Power of Protection" value="If you hit, one ally within 5 squares of you gains +1 to all defenses until the start of your next turn." />
      <modify name="Priest's Shield" type="Power" Field="Power of Protection" value="If you hit, one ally within 5 squares of you gains +1 to all defenses until the start of your next turn." />
      <modify name="Valiant Strike" type="Power" Field="Power of Protection" value="If you hit, one ally within 5 squares of you gains +1 to all defenses until the start of your next turn." />
      <modify name="Vanguard's Lightning" type="Power" Field="Power of Protection" value="If you hit, one ally within 5 squares of you gains +1 to all defenses until the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Heal checks.
   </RulesElement>
  <RulesElement name="Power of Skill" type="Feat" internal-id="ID_FMP_FEAT_1461" source="Divine Power" revision-date="8/27/2010 12:19:05 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the skill domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the skill domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to trained skill checks; associated powers can be used as BAs </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> You can use any power you have that is associated with this feat as a basic attack. </specific>
    <specific name="Associated Powers"> Divine Bolts, Overwhelming Strike, Righteous Brand, Valiant Strike </specific>
    <rules>
      <statadd name="Acrobatics Misc" value="+1" type="Feat" requires="Acrobatics Skill Training" />
      <statadd name="Arcana Misc" value="+1" type="Feat" requires="Arcana Skill Training" />
      <statadd name="Athletics Misc" value="+1" type="Feat" requires="Athletics Skill Training" />
      <statadd name="Bluff Misc" value="+1" type="Feat" requires="Bluff Skill Training" />
      <statadd name="Diplomacy Misc" value="+1" type="Feat" requires="Diplomacy Skill Training" />
      <statadd name="Dungeoneering Misc" value="+1" type="Feat" requires="Dungeoneering Skill Training" />
      <statadd name="Endurance Misc" value="+1" type="Feat" requires="Endurance Skill Training" />
      <statadd name="Heal Misc" value="+1" type="Feat" requires="Heal Skill Training" />
      <statadd name="History Misc" value="+1" type="Feat" requires="History Skill Training" />
      <statadd name="Insight Misc" value="+1" type="Feat" requires="Insight Skill Training" />
      <statadd name="Intimidate Misc" value="+1" type="Feat" requires="Intimidate Skill Training" />
      <statadd name="Nature Misc" value="+1" type="Feat" requires="Nature Skill Training" />
      <statadd name="Perception Misc" value="+1" type="Feat" requires="Perception Skill Training" />
      <statadd name="Religion Misc" value="+1" type="Feat" requires="Religion Skill Training" />
      <statadd name="Stealth Misc" value="+1" type="Feat" requires="Stealth Skill Training" />
      <statadd name="Streetwise Misc" value="+1" type="Feat" requires="Streetwise Skill Training" />
      <statadd name="Thievery Misc" value="+1" type="Feat" requires="Thievery Skill Training" />
      <modify name="Divine Bolts" type="Power" Field="Power of Skill" value="You can use this power as a basic attack." />
      <modify name="Overwhelming Strike" type="Power" Field="Power of Skill" value="You can use this power as a basic attack." />
      <modify name="Righteous Brand" type="Power" Field="Power of Skill" value="You can use this power as a basic attack." />
      <modify name="Valiant Strike" type="Power" Field="Power of Skill" value="You can use this power as a basic attack." />
    </rules>
You gain a +1 feat bonus to trained skill checks.
   </RulesElement>
  <RulesElement name="Power of Strength" type="Feat" internal-id="ID_FMP_FEAT_1465" source="Divine Power" revision-date="8/27/2010 12:19:06 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the strength domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the strength domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Athletics; associated powers gain +2/+3/+4 (by tier) to damage </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level. </specific>
    <specific name="Associated Powers"> Avenging Light, Holy Strike, Overwhelming Strike, Priest's Shield </specific>
    <rules>
      <statadd name="Athletics Misc" value="+2" type="Feat" />
      <statadd name="Power of Strength" value="+2" />
      <statadd name="Power of Strength" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Strength" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1465 association:damage" value="+Power of Strength" />
    </rules>
You gain a +2 feat bonus to Athletics checks.
   </RulesElement>
  <RulesElement name="Power of Strife" type="Feat" internal-id="ID_FMP_FEAT_1467" source="Divine Power" revision-date="8/27/2010 12:19:06 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the strife domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the strife domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Bluff; +1/+2/+3 (by tier) to damage with associated powers for each enemy within 3 sq. of the target </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you gain a +1 bonus to the damage roll for each enemy within 3 squares of the target. The bonus increases to +2 at 11th level and +3 at 21st level. </specific>
    <specific name="Associated Powers"> Ardent Strike, Bond of Retribution, Lance of Faith, Sun Strike </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" type="Feat" />
      <statadd name="Power of Strife" value="+1" />
      <statadd name="Power of Strife" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Strife" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1467 association:damage" value="+Power of Strife" condition="for each enemy within 3 squares of the target" />
    </rules>
You gain a +2 feat bonus to Bluff checks.
   </RulesElement>
  <RulesElement name="Power of the Moon" type="Feat" internal-id="ID_FMP_FEAT_1453" source="Divine Power" revision-date="8/27/2010 12:19:04 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the moon domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the moon domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +1 to Perception; enemy hit with associated power takes -1 to the defense you hit until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, that enemy takes a -2 penalty to the defense targeted by the power. The penalty lasts until the end of your next turn. </specific>
    <specific name="Associated Powers"> Bond of Censure, Enfeebling Strike, Hand of Radiance, Righteous Brand </specific>
    <rules>
      <statadd name="Perception Misc" value="+1" type="Feat" />
      <modify name="Bond of Censure" type="Power" Field="Power of the Moon" value="If you hit, target takes -2 to the defense targeted by this attack until the end of your next turn." />
      <modify name="Enfeebling Strike" type="Power" Field="Power of the Moon" value="If you hit, target takes -2 to the defense targeted by this attack until the end of your next turn." />
      <modify name="Hand of Radiance" type="Power" Field="Power of the Moon" value="If you hit, target takes -2 to the defense targeted by this attack until the end of your next turn." />
      <modify name="Righteous Brand" type="Power" Field="Power of the Moon" value="If you hit, target takes -2 to the defense targeted by this attack until the end of your next turn." />
    </rules>
You gain a +1 feat bonus to Perception checks.
   </RulesElement>
  <RulesElement name="Power of the Sea" type="Feat" internal-id="ID_FMP_FEAT_1459" source="Divine Power" revision-date="8/27/2010 12:19:05 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the sea domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the sea domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Athletics; hit with associated power to make saving throw or penalize target's next saving throw before SoNT by 2 </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, you can choose an effect: You make a saving throw against an effect that a save can end, or one enemy hit by the power takes a -2 penalty to the next saving throw it makes before the start of your next turn. </specific>
    <specific name="Associated Powers"> Bond of Censure, Divine Bolts, Recovery Strike, Virtuous Strike </specific>
    <rules>
      <statadd name="Athletics Misc" value="+2" type="Feat" />
      <modify name="Bond of Censure" type="Power" Field="Power of the Sea" value="If you hit, choose an effect: You make a saving throw against a (save ends) effect, or one enemy hit by the power takes -2 to its next save before the start of your next turn." />
      <modify name="Divine Bolts" type="Power" Field="Power of the Sea" value="If you hit, choose an effect: You make a saving throw against a (save ends) effect, or one enemy hit by the power takes -2 to its next save before the start of your next turn." />
      <modify name="Recovery Strike" type="Power" Field="Power of the Sea" value="If you hit, choose an effect: You make a saving throw against a (save ends) effect, or one enemy hit by the power takes -2 to its next save before the start of your next turn." />
      <modify name="Virtuous Strike" type="Power" Field="Power of the Sea" value="If you hit, choose an effect: You make a saving throw against a (save ends) effect, or one enemy hit by the power takes -2 to its next save before the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Athletics checks.
   </RulesElement>
  <RulesElement name="Power of the Storm" type="Feat" internal-id="ID_FMP_FEAT_1463" source="Divine Power" revision-date="8/27/2010 12:19:05 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the storm domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the storm domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Intimidate; associated powers can deal thunder damage instead of normal damage gaining +2/+3/+4 (by tier) to damage </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, you can choose to change its damage type to thunder (the power gains the thunder keyword and loses the keywords of its former damage types). If you do so, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level. </specific>
    <specific name="Associated Powers"> Overwhelming Strike, Righteous Brand, Valiant Strike, Vanguard's Lightning </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" type="Feat" />
      <statadd name="Power of the Storm" value="+2" />
      <statadd name="Power of the Storm" value="+1" requires="Paragon Tier" />
      <statadd name="Power of the Storm" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1463 association:damage" value="+Power of the Storm" condition="if you change the damage type to thunder" />
    </rules>
You gain a +2 feat bonus to Intimidate checks.
   </RulesElement>
  <RulesElement name="Power of the Sun" type="Feat" internal-id="ID_FMP_FEAT_1469" source="Divine Power" revision-date="8/27/2010 12:19:06 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the sun domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the sun domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Insight; enemy hit with associated power gains vulnerable 3/5/8 (by tier) radiant until EoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, that enemy gains vulnerable 3 radiant until the end of your next turn, after the power's effects are resolved. The vulnerability increases to 5 at 11th level and 8 at 21st level. </specific>
    <specific name="Associated Powers"> Lance of Faith, Radiant Vengeance, Sun Strike, Virtuous Strike </specific>
    <rules>
      <statadd name="Insight Misc" value="+2" type="Feat" />
      <modify name="Lance of Faith" type="Power" Field="Power of the Sun" value="If you hit, after resolving the effects, target gains vulnerable 3/5/8 (per tier) radiant until the end of your next turn." />
      <modify name="Radiant Vengeance" type="Power" Field="Power of the Sun" value="If you hit, after resolving the effects, target gains vulnerable 3/5/8 (per tier) radiant until the end of your next turn." />
      <modify name="Sun Strike" type="Power" Field="Power of the Sun" value="If you hit, after resolving the effects, target gains vulnerable 3/5/8 (per tier) radiant until the end of your next turn." />
      <modify name="Virtuous Strike" type="Power" Field="Power of the Sun" value="If you hit, after resolving the effects, target gains vulnerable 3/5/8 (per tier) radiant until the end of your next turn." />
    </rules>
You gain a +2 feat bonus to Insight checks.
   </RulesElement>
  <RulesElement name="Power of the Wilderness" type="Feat" internal-id="ID_FMP_FEAT_1484" source="Divine Power" revision-date="8/27/2010 12:19:08 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the wilderness domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the wilderness domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Nature; you and adjacent allies ignore difficult terrain until EoNT when you hit enemy with associated power </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, you and each ally adjacent to you ignore difficult terrain until the end of your next turn. </specific>
    <specific name="Associated Powers"> Overwhelming Strike, Recovery Strike, Sun Strike, Valiant Strike </specific>
    <rules>
      <statadd name="Nature Misc" value="+2" type="Feat" />
      <modify name="Overwhelming Strike" type="Power" Field="Power of the Wild" value="If you hit, you and each ally adjacent to you ignore difficult terrain until the end of your next turn." />
      <modify name="Recovery Strike" type="Power" Field="Power of the Wild" value="If you hit, you and each ally adjacent to you ignore difficult terrain until the end of your next turn." />
      <modify name="Sun Strike" type="Power" Field="Power of the Wild" value="If you hit, you and each ally adjacent to you ignore difficult terrain until the end of your next turn." />
      <modify name="Valiant Strike" type="Power" Field="Power of the Wild" value="If you hit, you and each ally adjacent to you ignore difficult terrain until the end of your next turn." />
    </rules>
You gain a +2 feat bonus to Nature checks.
   </RulesElement>
  <RulesElement name="Power of Torment" type="Feat" internal-id="ID_FMP_FEAT_1471" source="Divine Power" revision-date="8/27/2010 12:19:06 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the torment domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the torment domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Intimidate; enemy hit with associated power grants CA to next ally to attack it before SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, that enemy grants combat advantage to your next ally who attacks it before the start of your next turn. </specific>
    <specific name="Associated Powers"> Ardent Strike, Astral Seal, Overwhelming Strike, Mantle of the Infidel </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" type="Feat" />
      <modify name="Ardent Strike" type="Power" Field="Power of Torment" value="If you hit, target grants combat advantage to your next ally who attacks it before the start of your next turn." />
      <modify name="Astral Seal" type="Power" Field="Power of Torment" value="If you hit, target grants combat advantage to your next ally who attacks it before the start of your next turn." />
      <modify name="Overhwleming Strike" type="Power" Field="Power of Torment" value="If you hit, target grants combat advantage to your next ally who attacks it before the start of your next turn." />
      <modify name="Mantle of the Infidel" type="Power" Field="Power of Torment" value="If you hit, target grants combat advantage to your next ally who attacks it before the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Intimidate checks.
   </RulesElement>
  <RulesElement name="Power of Trickery" type="Feat" internal-id="ID_FMP_FEAT_1473" source="Divine Power" revision-date="8/27/2010 12:19:07 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the trickery domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the trickery domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Thievery; you or ally adjacent to enemy can shift 1 sq. after you hit the enemy with associated power </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit one or more enemies with it, you or an ally adjacent to that enemy can shift 1 square as a free action. </specific>
    <specific name="Associated Powers"> Avenging Light, Overwhelming Strike, Enfeebling Strike, Recovery Strike </specific>
    <rules>
      <statadd name="Thievery Misc" value="+2" type="Feat" />
      <modify name="Avenging Light" type="Power" Field="Power of Trickery" value="If you hit, you or an ally adjacent to that enemy can shift 1 square as a free action." />
      <modify name="Overwhelming Strike" type="Power" Field="Power of Trickery" value="If you hit, you or an ally adjacent to that enemy can shift 1 square as a free action." />
      <modify name="Enfeebling Strike" type="Power" Field="Power of Trickery" value="If you hit, you or an ally adjacent to that enemy can shift 1 square as a free action." />
      <modify name="Recovery Strike" type="Power" Field="Power of Trickery" value="If you hit, you or an ally adjacent to that enemy can shift 1 square as a free action." />
    </rules>
You gain a +2 feat bonus to Thievery checks.
   </RulesElement>
  <RulesElement name="Power of Tyranny" type="Feat" internal-id="ID_FMP_FEAT_1476" source="Divine Power" revision-date="8/27/2010 12:19:07 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the tyranny domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the tyranny domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Intimidate; targets of associated powers take -2 to saving throws until SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, the power's targets each take a -2 penalty to saving throws until the start of your next turn, whether or not you hit. </specific>
    <specific name="Associated Powers"> Astral Seal, Bond of Censure, Divine Bolts, Enfeebling Strike </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" type="Feat" />
      <modify name="Astral Seal" type="Power" Field="Power of Tyranny" value="Each target takes -2 to saving throws until the start of your next turn." />
      <modify name="Bond of Censure" type="Power" Field="Power of Tyranny" value="Each target takes -2 to saving throws until the start of your next turn." />
      <modify name="Divine Bolts" type="Power" Field="Power of Tyranny" value="Each target takes -2 to saving throws until the start of your next turn." />
      <modify name="Enfeebling Strike" type="Power" Field="Power of Tyranny" value="Each target takes -2 to saving throws until the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Intimidate checks.
   </RulesElement>
  <RulesElement name="Power of Undeath" type="Feat" internal-id="ID_FMP_FEAT_1478" source="Divine Power" revision-date="8/27/2010 12:19:07 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the undeath domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the undeath domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Religion; associated powers deal necrotic damage instead of normal damage gaining +2/+3/+4 (by tier) to damage </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, the power's damage changes to necrotic (the power gains the necrotic keyword and loses the keywords of its former damage types). You deal 2 extra damage. The extra damage increases to 3 at 11th level and 4 at 21st level. </specific>
    <specific name="Associated Powers"> Bond of Censure, Enfeebling Strike, Grasping Shards, Lance of Faith </specific>
    <rules>
      <statadd name="Religion Misc" value="+2" type="Feat" />
      <statadd name="Power of Undeath" value="+2" />
      <statadd name="Power of Undeath" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Undeath" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1478 association:damage" value="+Power of Undeath" />
      <modify name="Bond of Censure" type="Power" Field="Power of Undeath" value="Change damage type to necrotic." />
      <modify name="Enfeebling Strike" type="Power" Field="Power of Undeath" value="Change damage type to necrotic." />
      <modify name="Grasping Shards" type="Power" Field="Power of Undeath" value="Change damage type to necrotic." />
      <modify name="Lance of Faith" type="Power" Field="Power of Undeath" value="Change damage type to necrotic." />
    </rules>
You gain a +2 feat bonus to Religion checks.
   </RulesElement>
  <RulesElement name="Power of Vengeance" type="Feat" internal-id="ID_FMP_FEAT_1480" source="Divine Power" revision-date="8/27/2010 12:19:07 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the vengeance domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the vengeance domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Intimidate; enemy hit with associated power takes 2/3/4 (by tier) damage when it first attacks you or ally before SoNT </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat and hit an enemy with it, that enemy takes 2 damage the first time it attacks you or an ally of yours before the start of your next turn. The damage increases to 3 at 11th level and 4 at 21st level. </specific>
    <specific name="Associated Powers"> Astral Seal, Avenging Light, Holy Strike, Radiant Vengeance </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" type="Feat" />
      <modify name="Astral Seal" type="Power" Field="Power of Vengeance" value="If you hit, target takes 2/3/4 (per tier) damage the first time it attacks you or an ally before the start of your next turn." />
      <modify name="Avenging Light" type="Power" Field="Power of Vengeance" value="If you hit, target takes 2/3/4 (per tier) damage the first time it attacks you or an ally before the start of your next turn." />
      <modify name="Holy Strike" type="Power" Field="Power of Vengeance" value="If you hit, target takes 2/3/4 (per tier) damage the first time it attacks you or an ally before the start of your next turn." />
      <modify name="Radiant Vengeance" type="Power" Field="Power of Vengeance" value="If you hit, target takes 2/3/4 (per tier) damage the first time it attacks you or an ally before the start of your next turn." />
    </rules>
You gain a +2 feat bonus to Intimidate checks.
   </RulesElement>
  <RulesElement name="Power of War" type="Feat" internal-id="ID_FMP_FEAT_1482" source="Divine Power" revision-date="8/27/2010 12:19:07 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the war domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the war domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to History; +1 to attacks against unbloodied targets with associated powers </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat against an unbloodied target, you gain a +1 bonus to the attack roll. </specific>
    <specific name="Associated Powers"> Bolstering Strike, Bond of Retribution, Priest's Shield, Visions of Blood </specific>
    <rules>
      <statadd name="History Misc" value="+2" type="Feat" />
      <statadd name="ID_FMP_FEAT_1482 association:attack" value="+1" condition="against an unbloodied enemy" />
    </rules>
You gain a +2 feat bonus to History checks.
   </RulesElement>
  <RulesElement name="Power of Winter" type="Feat" internal-id="ID_FMP_FEAT_1486" source="Divine Power" revision-date="8/27/2010 12:19:08 PM">
    <Category> ID_INTERNAL_CATEGORY_DOMAIN </Category>
    <Prereqs> Any divine class, must worship a deity of the winter domain </Prereqs>
    <print-prereqs> Any divine class, must worship a deity of the winter domain </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +2 to Endurance; associated powers deal cold damage instead of normal damage gaining +2/+3/+4 (by tier) to damage </specific>
    <specific name="Special" />
    <specific name="type"> Domain </specific>
    <specific name="Associated Power Info"> When you use a power associated with this feat, the power's damage changes to cold (the power gains the cold keyword and loses the keywords of its former damage types). You also gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level. </specific>
    <specific name="Associated Powers"> Bond of Censure, Enfeebling Strike, Hand of Radiance, Lance of Faith </specific>
    <rules>
      <statadd name="Endurance Misc" value="+2" type="Feat" />
      <statadd name="Power of Winter" value="+2" />
      <statadd name="Power of Winter" value="+1" requires="Paragon Tier" />
      <statadd name="Power of Winter" value="+1" requires="Epic Tier" />
      <statadd name="ID_FMP_FEAT_1486 association:damage" value="+Power of Winter" />
      <modify name="Bond of Censure" type="Power" Field="Power of Winter" value="Change damage type to cold." />
      <modify name="Enfeebling Strike" type="Power" Field="Power of Winter" value="Change damage type to cold." />
      <modify name="Hand of Radiance" type="Power" Field="Power of Winter" value="Change damage type to cold." />
      <modify name="Lance of Faith" type="Power" Field="Power of Winter" value="Change damage type to cold." />
    </rules>
You gain a +2 feat bonus to Endurance checks.
   </RulesElement>
  <!-- Spelling Fixes -->
  <RulesElement name="Tactical Adjustment" type="Feat" internal-id="ID_FMP_FEAT_2064" source="Dragon Magazine 381" revision-date="8/27/2010 12:19:43 PM">
    <Prereqs> Warlord, Tactical Presence class feature </Prereqs>
    <print-prereqs> Warlord, Tactical Presence class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Slide ally within LOS 1 sq. before or after he makes attack with AP </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <textstring name="ALLY.Action Point" value="Tactical Adjustment:Whenever an ally within your line of sight spends an action point to make an extra attack, you can slide that ally 1 square before or after the attack" />
    </rules>
Whenever an ally within your line of sight spends an action point to make an extra attack, you can slide that ally 1 square before or after the attack.
   </RulesElement>
  <RulesElement name="Bravery Powder" type="Ritual" internal-id="ID_FMP_RITUAL_282" source="Dragon Magazine 376" revision-date="8/27/2010 12:38:17 PM">
    <specific name="Category"> Curative </specific>
    <specific name="Key Skill"> Arcana or Nature (no check) </specific>
    <specific name="Component Cost"> See below </specific>
    <specific name="Duration" />
    <specific name="Level"> 3+ </specific>
    <specific name="Time"> 15 minutes </specific>
    <specific name="Market Price"> 30 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Alchemical Formula </specific>
    <specific name="_RELATED_ITEMS"> ID_FMP_MAGIC_ITEM_5403,ID_FMP_MAGIC_ITEM_5404,ID_FMP_MAGIC_ITEM_5406,ID_FMP_MAGIC_ITEM_5405,ID_FMP_MAGIC_ITEM_5407,ID_FMP_MAGIC_ITEM_5408 </specific>
When dried, powdered, and prepared appropriately, a rust monster's antennae can produce a deep red powder that enables a creature to resist the effects of fear.
   </RulesElement>
  <RulesElement name="Wandering Inn Traveler" type="Background" internal-id="ID_FMP_BACKGROUND_203" source="Eberron Player's Guide" revision-date="10/5/2010 1:35:04 PM">
    <specific name="type"> House Ghallanda </specific>
    <specific name="Common Knowledge"> You spent much of your adolescence in the halflings' ancestral homeland, the Talenta Plains. You traveled as part of a massive Ghallanda caravan, offering a comfortable respite to the nomadic tribes of the plains. Why aren't you still there? What great sights did you see on the plains (think especially of events or places that no one in Ghallanda's urban enclaves would believe)? </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> Eberron </specific>
    <specific name="Associated Skills"> Endurance, Streetwise </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ENDURANCE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STREETWISE" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Topaz Crusader Feature Fix -->
  <RulesElement name="Bound to Greatness" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3155" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM">
    <Category> 21 </Category>
    <Prereqs> 21st level, any psionic class, Psionic Augmentation class feature </Prereqs>
    <specific name="Short Description"> Your Constitution or Charisma score increases by 2. </specific>
    <specific name="Level"> 21 </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_3155" />
    </rules>
Your Constitution or Charisma score increases by 2.
   </RulesElement>
  <RulesElement name="Bound to Greatness (Constitution)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_TOPAZ_CRUSADER_(CONSTITUTION)" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_3155 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3155 </specific>
    <specific name="Short Description"> +2 to your Constitution </specific>
    <rules>
      <statadd name="Constitution" value="+2" />
    </rules>
Add +2 to your Constitution.
</RulesElement>
  <RulesElement name="Bound to Greatness (Charisma)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_TOPAZ_CRUSADER_(CHARISMA)" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_3155 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3155 </specific>
    <specific name="Short Description"> +2 to your Charisma </specific>
    <rules>
      <statadd name="Charisma" value="+2" />
    </rules>
Add +2 to your Charisma.
</RulesElement>
  <!-- Darkstrider Paragon Path Power Fix for Ranged Damage -->
  <RulesElement name="Death in the Dark" type="Power" internal-id="ID_FMP_POWER_10691" source="Martial Power 2" revision-date="8/27/2010 11:55:50 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_552,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Prereqs> Darkstrider </Prereqs>
    <Flavor> With uncanny precision, you lash out at your enemy's head, seeking to blind the foe. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Darkstrider Attack 20 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee or Ranged weapon </specific>
    <specific name="Target"> One or two creatures </specific>
    <specific name="Attack"> Strength (melee) or Dexterity (ranged) vs. AC. The attack ignores concealment but not total concealment. </specific>
    <specific name="Hit"> 3[W] + Strength (melee) or 3[W] + Dexterity (ranged) modifier damage, and the target is blinded and takes ongoing 5 damage (save ends both). </specific>
    <specific name="Miss"> 3[W] + Strength (melee) or 3[W] + Dexterity (ranged) modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_552 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Tactical Assault Feat Fix (by Drewjitsu) -->
  <RulesElement name="Tactical Assault" type="Feat" internal-id="ID_FMP_FEAT_308" source="Player's Handbook" revision-date="8/27/2010 12:17:58 PM">
    <Prereqs> Warlord, Tactical Presence class feature </Prereqs>
    <print-prereqs> Warlord, Tactical Presence class feature </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Ally who sees you gains your Int modifier as bonus to damage with AP attack </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <textstring name="ALLY.Action Point" value="Tactical Assault:When an ally you can see spends an action point to make an attack, the attack's damage roll gains a bonus equal to your Intelligence modifier." />
    </rules>
When an ally who can see you spends an action point to make an attack, the attack's damage roll gains a bonus equal to your Intelligence modifier.
   </RulesElement>
  <!-- Primordial Surge Feat Fix - (by Drewjitsu) -->
  <RulesElement name="Primordial Surge" type="Feat" internal-id="ID_FMP_FEAT_925" source="Dragon Magazine 367" revision-date="8/27/2010 12:18:24 PM">
    <Prereqs> Genasi </Prereqs>
    <print-prereqs> Genasi </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> When you succeed with genasi power, gain 5 + Str, Con, or Dex modifier in temp hp </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Swiftcurrent" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Acid Surge" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Firedeath" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Earthshock" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Firepulse" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Plaguebearer" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Promise of Storm" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Void Assumption" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Windwalker" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Ashfall Evasion" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Flowing Magma" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Sandslide" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
      <modify name="Sun Flare" type="Power" Field="Primordial Surge" value="Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice)." />
    </rules>
Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Strength, Constitution, or Dexterity modifier (your choice).  
 </RulesElement>
  <!-- Shifting Fortunes Fix to show on Second Wind card -->
  <RulesElement name="Shifting Fortunes" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1862" source="Player's Handbook 3" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> Shift 3 sq. when you use second wind </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <modify name="Second Wind" type="Power" Field="Shifting Fortunes" value="Shifting Fortunes:When you use your second wind, you can shift 3 squares as a free action." />
    </rules>
When you use your second wind, you can shift 3 squares as a free action.
   </RulesElement>
  <!-- Monastic Disciple Fix -->
  <RulesElement name="Monastic Disciple" type="Feat" internal-id="ID_FMP_FEAT_2694" source="Player's Handbook 3" revision-date="8/27/2010 12:20:31 PM">
    <Category> ID_INTERNAL_CATEGORY_MULTICLASS_MONK,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS </Category>
    <Prereqs> Dex 13; ~MULTICLASS or Unlimited Multiclass or Monk CountsAsClass; !ID_FMP_CLASS_362; !ID_FMP_HYBRID_CLASS_609 </Prereqs>
    <print-prereqs> Dex 13 </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Monk: Skill training; one Flurry of Blows power 1/encounter </specific>
    <specific name="Special" />
    <specific name="type"> Multiclass Monk </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <select type="Skill Training" number="1" Category="monk class" />
      <select type="Power" number="1" Category="ID_FMP_POWER_7448|ID_FMP_POWER_11207|ID_FMP_POWER_13123" />
      <modify Field="Power Usage" value="Encounter" />
      <modify Field="Power Usage" value="Encounter" />
      <modify Field="Power Usage" value="Encounter" />
      <grant name="ID_INTERNAL_GRANTS_MONK_IMPLEMENTS" type="Grants" />
      <grant name="ID_INTERNAL_INTERNAL_KI_FOCUS_USER" type="Internal" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_MONK" type="CountsAsClass" />
      <grant name="ID_INTERNAL_MULTICLASS_MULTICLASS" type="Multiclass" />
    </rules>
You gain training in one skill from the monk's class skills list.
Choose one of the monk's Flurry of Blows powers. You can use that power once per encounter.
	In addition, you can wield monk implements.
   </RulesElement>
  <!-- Bahamuts Vessel Fix -->
  <RulesElement name="Bahamut's Vessel" type="Epic Destiny" internal-id="ID_FMP_EPIC_DESTINY_464" source="Dragon Magazine 378" revision-date="8/27/2010 12:43:09 PM">
    <Prereqs> 21st level, must worship Bahamut </Prereqs>
    <print-prereqs> 21st level, must worship Bahamut </print-prereqs>
    <Flavor> Your great virtue and righteous nature reward you with the sacred task of safeguarding Bahamut's divinity. </Flavor>
    <specific name="Immortality"> Immortality?
The divine fragment you carry enables Bahamut to be reborn into the world, to live even if his divine form is slain, as unlikely an event as that might be. If your patron neverfaces destruction, good and constant service undoubtedly rewards you with a place in your god's dominion, perhaps as an exarch, perhaps as something more. Indeed, Bahamut keeps council with the greatest champions to have ever served him, and these allies attend him in all things. 
Bahamut is Dead, Long Live Bahamut: While all gods are immortal, no being is truly unkillable. Should Bahamut die, omens and visions reveal your final quest. Your purpose, to return Bahamut to the world, is made clear. You may carry the divine embryo, but you must take bold steps to allow the godling within to awaken and resume its proper place. When you fulfill every condition, divine fire consumes your very existence to restore the god to corporeal form. The sacrifice required is absolute, its destruction required to facilitate the rebirth. Though you no longer exist, your memory lives on within the god and those who follow him, granting you a rare form of immortality—within the fondest memories of a god. </specific>
    <specific name="Power Name" />
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_1914, ID_FMP_CLASS_FEATURE_1915, ID_FMP_CLASS_FEATURE_1916 </specific>
    <specific name="Powers"> ID_FMP_POWER_9396,ID_FMP_POWER_9488,ID_FMP_POWER_9489 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_9396,ID_FMP_POWER_9488,ID_FMP_POWER_9489 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_1914" type="Class Feature" Level="21" />
      <grant name="ID_FMP_CLASS_FEATURE_1915" type="Class Feature" Level="24" />
      <grant name="ID_FMP_CLASS_FEATURE_1916" type="Class Feature" Level="30" />
      <grant name="ID_FMP_POWER_9396" type="Power" Level="26" />
      <grant name="ID_FMP_POWER_9488" type="Power" Level="30" />
      <grant name="ID_FMP_POWER_9489" type="Power" Level="30" />
    </rules>
Having long championed Bahamut in the world, taking up his causes and making them your own, you garner the god's attention. Seeing in you a reflection of his own noble character, he bestows on you a portion of his divine essence, both to make you a more effective servant and to protect a portion of his divinity against some future calamity. Great power accompanies this grave responsibility, power you can use to resemble your patron and access his own divine qualities.
The holy burden in no way restricts your personal objectives and you are free to pursue your own ends, though your goals likely coincide with those of the Platinum Dragon. You must have special care, however, for the fate of a god—and perhaps more—rests within your imperfect shell. From time to time, Bahamut might call upon you for a special task, to go places where he is unable, and act on his behalf, giving you a look into a possible future where you might serve as his exarch.
   </RulesElement>
  <!-- Paladin Feat Fixes (by MMAgCh) -->
  <RulesElement name="Radiant Touch" type="Feat" internal-id="ID_FMP_FEAT_1091" source="Dragon Magazine 371" revision-date="8/27/2010 12:18:38 PM">
    <Prereqs> Paladin, lay on hands power </Prereqs>
    <print-prereqs> Paladin, lay on hands power </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Gain the radiant touch power </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_6578 </specific>
    <rules>
      <grant name="ID_FMP_POWER_6578" type="Power" />
    </rules>
You can use your innate healing power to blast undead with radiant energy, gaining the radiant touch power.
   </RulesElement>
  <RulesElement name="Strength of Stone" type="Feat" internal-id="ID_FMP_FEAT_1554" source="Divine Power" revision-date="8/27/2010 12:19:12 PM">
    <Prereqs> Goliath, paladin </Prereqs>
    <print-prereqs> Goliath, paladin </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Ally gains resist Str modifier all until EoNT when you use lay on hands or call of virtue on him </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
When you use your lay on hands or virtue's touch power on an ally, the ally gains resistance to all damage equal to your Strength modifier until the end of your next turn.
   </RulesElement>
  <RulesElement name="Touch of Salvation" type="Feat" internal-id="ID_FMP_FEAT_1590" source="Divine Power" revision-date="8/27/2010 12:19:15 PM">
    <Prereqs> 11th level, Cha 15, paladin, lay on hands power or virtue's touch power; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, Cha 15, paladin, lay on hands or virtue's touch power </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> Grant ally saving throw with Cha modifier bonus when you use lay on hands or call of virtue on her </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
When you use your lay on hands or virtue's touch power on an ally, that ally can make a saving throw with a bonus equal to your Charisma modifier.
   </RulesElement>
  <RulesElement name="Untiring Virtue" type="Feat" internal-id="ID_FMP_FEAT_1591" source="Divine Power" revision-date="8/27/2010 12:19:15 PM">
    <Prereqs> 11th level, paladin, ardent vow power or lay on hands power or virtue's touch power; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, paladin, ardent vow, lay on hands, or virtue's touch power </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> Gain additional use of ardent vow, lay on hands, or virtue's touch when you reach a milestone </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
Whenever you reach a milestone, you gain one additional use of your ardent vow, lay on hands, or virtue's touch power for today.
   </RulesElement>
  <RulesElement name="Pious Champion" type="Feat" internal-id="ID_FMP_FEAT_1610" source="Divine Power" revision-date="8/27/2010 12:19:16 PM">
    <Prereqs> 21st level, paladin, lay on hands power or virtue's touch power; Epic Tier </Prereqs>
    <print-prereqs> 21st level, paladin, lay on hands or virtue's touch power </print-prereqs>
    <specific name="Tier"> Epic </specific>
    <specific name="Short Description"> Can target two allies with call of virtue or lay on hands </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
When you use your virtue's touch or lay on hands, you can target one or two creatures. If you target two creatures with lay on hands, you spend one healing surge and each target regains hit points as normal for the power.
   </RulesElement>
  <RulesElement name="Lend Health" type="Feat" internal-id="ID_FMP_FEAT_3088" source="Dragon Magazine 388" revision-date="8/27/2010 12:20:57 PM">
    <Prereqs> Paladin, lay on hands power </Prereqs>
    <print-prereqs> Paladin, lay on hands power </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Allies you heal may use your healing surge value to determine regained hps </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
Whenever you use a power that allows an ally to spend a healing surge or regain hit points as if he or she had spent a healing surge, that ally can use your healing surge value to determine the number of hit points regained.
   </RulesElement>
  <RulesElement name="Angelic Protection" type="Feat" internal-id="ID_FMP_FEAT_3092" source="Dragon Magazine 388" revision-date="8/27/2010 12:20:58 PM">
    <Prereqs> 11th level, paladin, lay on hands power; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, paladin, lay on hands power </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> Lay on hands may instead grant temp hps of the amount that would have been healed </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Lay on Hands" type="Power" Field="Angelic Protection" value="When you use lay on hands, you can instead grant the target temporary hit points equal to the number of hit points it would have regained." />
    </rules>
When you use your lay on hands power, you can instead grant the target temporary hit points equal to the number of hit points it would have regained.
   </RulesElement>
  <RulesElement name="Fulfilled Vow" type="Feat" internal-id="ID_FMP_FEAT_3093" source="Dragon Magazine 388" revision-date="8/27/2010 12:20:58 PM">
    <Prereqs> 11th level, paladin, ardent vow power; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, paladin, ardent vow power </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> +5 to next damage roll before EoNT the first time you drop enemy marked by you </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
The first time in an encounter that you reduce an enemy marked by you to 0 or fewer hit points, you gain a +5 bonus to your next damage roll before the end of your next turn.
   </RulesElement>
  <RulesElement name="Virtue's Chosen" type="Feat" internal-id="ID_FMP_FEAT_3097" source="Dragon Magazine 388" revision-date="8/27/2010 12:20:58 PM">
    <Prereqs> 11th level, paladin, virtue's touch power; Paragon Tier </Prereqs>
    <print-prereqs> 11th level, paladin, virtue's touch </print-prereqs>
    <specific name="Tier"> Paragon </specific>
    <specific name="Short Description"> Virtue's touch can also remove ongoing damage </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Virtue's Touch" type="Power" Field="Virtue's Chosen" value="Your virtue's touch can also remove ongoing damage." />
    </rules>
Your virtue's touch can also remove ongoing damage.
   </RulesElement>
  <!-- Form of the Imperious Phoenix Attack Fix -->
  <RulesElement name="Form of the Imperious Phoenix Attack" type="Power" internal-id="ID_FMP_POWER_9924" source="Primal Power" revision-date="8/27/2010 11:51:33 AM">
    <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_134,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_19,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,ID_INTERNAL_CATEGORY_MISS </Category>
    <Prereqs> Unselectable </Prereqs>
    <Flavor> Your body is suffused with the protective radiance of the phoenix, allowing you to escape an enemy's attack in a restorative burst of primal fire. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Fire, Polymorph, Primal, Radiant, Teleportation, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Close burst 3 </specific>
    <specific name="Trigger"> An enemy attack damages you </specific>
    <specific name="Effect"> Before the attack, you teleport your speed. </specific>
    <specific name="Target"> Each creature in burst and each enemy marked by you </specific>
    <specific name="Attack"> Strength + 6 vs. Reflex </specific>
    <specific name="Hit"> 2[W] + Strength modifier fire and radiant damage, and ongoing 15 fire and radiant damage (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> Your current hit point value changes to your bloodied value, and you remove from yourself every effect that a save can end. </specific>
    <specific name="Requirement"> The power Form of the Imperious Phoenix must be active in order to use this power. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_5584 </specific>
    <specific name="Class"> ID_FMP_CLASS_134 </specific>
  </RulesElement>
  <!-- Spinning Leopard Maneuver Fix (by KDM) -->
  <RulesElement name="Spinning Leopard Maneuver" type="Power" internal-id="ID_FMP_POWER_11213" source="Player's Handbook 3" revision-date="8/27/2010 11:58:43 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Maintaining perfect balance, you weave a deadly path through the fray, dealing kicks and punches to each foe you pass. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Monk Attack 1 </specific>
    <specific name="Keywords"> Implement, Psionic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Effect"> Before the attack, you shift your speed. </specific>
    <specific name="Target"> Each enemy within reach during the shift </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 2d6 + Dexterity modifier damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_362 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Alertness Math Fix -->
  <RulesElement name="Alertness" type="Feat" internal-id="ID_FMP_FEAT_109" source="Player's Handbook" revision-date="8/27/2010 12:17:50 PM">
    <Flavor> The hair on the back of your neck might stand up, or perhaps your keenly honed senses detect an otherwise imperceptible change in your environment. Whatever the case, you're always ready for trouble. </Flavor>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Cannot be surprised; +2 to Perception </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Perception Misc" value="+2" type="Feat" />
    </rules>
You cannot be surprised.
Also, you gain a +2 feat bonus to Perception checks.
   </RulesElement>
  <!-- Healing Word Fix 6-Mar-2011; Updated 9-Mar-2011 (Greyhawk Fan)-->
  <!-- Restores Healing Word to a class feature for Hybrids ONLY. It is so they can function properly. -->
  <RulesElement name="Healing Word" type="Power" internal-id="ID_FMP_POWER_1455" source="Player's Handbook" revision-date="3/9/2011 7:00:00 PM">
    <Category> ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_2,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CLASS_779,ID_WOG_SENTINEL_CLASS_FEATURE_31 </Category>
    <Flavor> You utter a soothing word that mends wounds of the body and spirit. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Cleric / Druid Utility </specific>
    <specific name="Keywords"> Healing </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 5 (10 at 11th level, 15 at 21st level) </specific>
    <specific name="Target"> You or one ally in the burst </specific>
    <specific name="Effect"> The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points. </specific>
    <specific name="Special"> You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_2 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527,ID_WOG_SENTINEL_CLASS_FEATURE_31 </specific>
  </RulesElement>
  <RulesElement name="Healing Word" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_64" source="Player's Handbook" revision-date="3/9/2011 7:00:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> Gain the healing word power; minor action. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1455 </specific>
    <specific name="type"> Feature </specific>
    <specific name="Class"> ID_FMP_CLASS_2 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1455 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1455" type="Power" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Display" value="Cleric Utility" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Power Type" value="Utility" />
      <grant name="ID_INTERNAL_COUNTSASFEATURE_HEALING_WORD" type="CountsAsFeature" />
    </rules>
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
</RulesElement>
  <RulesElement name="Initiate of the Faith" type="Feat" internal-id="ID_FMP_FEAT_333" source="Player's Handbook" revision-date="8/27/2010 12:17:59 PM">
    <Category> ID_INTERNAL_CATEGORY_MULTICLASS_CLERIC,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS </Category>
    <Prereqs> Wis 13; ~MULTICLASS or Unlimited Multiclass or Cleric CountsAsClass; !ID_FMP_CLASS_2; !ID_FMP_HYBRID_CLASS_352 </Prereqs>
    <print-prereqs> Wis 13 </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Cleric: Religion training; healing word 1/day </specific>
    <specific name="Special" />
    <specific name="type"> Multiclass Cleric </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_1455(Daily) </specific>
    <rules>
      <grant name="ID_INTERNAL_SKILL_TRAINING_RELIGION" type="Skill Training" />
      <grant name="ID_FMP_POWER_1455" type="Power" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Display" value="Cleric Utility" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Power Usage" value="Daily" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Special" value="" />
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(HOLY_SYMBOL)" type="Proficiency" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_CLERIC" type="CountsAsClass" />
      <grant name="ID_INTERNAL_MULTICLASS_MULTICLASS" type="Multiclass" />
    </rules>
You gain training in the Religion skill.
	Once per day, you can use the cleric's healing word power.
	In addition, you can use a holy symbol as an implement.
</RulesElement>
  <RulesElement name="Healing Word (Hybrid)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1527" source="Player's Handbook 3" revision-date="3/9/2011 7:00:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> Healing word 1/encounter </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1455 </specific>
    <specific name="type"> Feature </specific>
    <specific name="Class"> ID_FMP_CLASS_2 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1455 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1455" type="Power" />
      <modify Field="Special" value="" />
      <grant name="ID_INTERNAL_COUNTSASFEATURE_HEALING_WORD" type="CountsAsFeature" />
    </rules>
You gain the cleric power healing word. The power functions as normal, except that you can use it only once per encounter.
</RulesElement>
  <!-- Cantrip Fix 7-Mar-2011; Updated 9-Mar-2011 (Greyhawk Fan)-->
  <!-- Restores Wizard Cantrips to a class feature for Hybrids ONLY. It is so they can function properly. -->
  <RulesElement name="Suggestion" type="Power" internal-id="ID_FMP_POWER_12731" source="Player Essentials: Heroes of the Fallen Lands" revision-date="3/9/2011 7:00:00 PM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> You weave arcane power through your words, infusing each phrase with persuasive magic. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You make a Diplomacy check. </specific>
    <specific name="Effect"> You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Power Type"> Feature </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2870 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
While you were a mage in training, this simple cantrip proved useful for wringing favors from more experienced mages—and enticing lesser apprentices to do your bidding.
</RulesElement>
  <RulesElement name="Light" type="Power" internal-id="ID_FMP_POWER_1225" source="Player's Handbook" revision-date="3/9/2011 7:00:00 PM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One object or unoccupied square </specific>
    <specific name="Effect"> The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
With a light cantrip at your disposal, you need never worry about carrying torches, lanterns, or oil.
   </RulesElement>
  <RulesElement name="Ghost Sound" type="Power" internal-id="ID_FMP_POWER_1217" source="Player's Handbook" revision-date="3/9/2011 7:00:00 PM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> With a wink, you create an illusory sound that emanates from a distant location. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane, Illusion </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One object or unoccupied square </specific>
    <specific name="Effect"> You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
Useful for creating diversions both in and out of combat, ghost sound can help you distract other creatures with mysterious footsteps, the sound of a brawl coming from around a corner, or any other sound you can imagine.
   </RulesElement>
  <RulesElement name="Prestidigitation" type="Power" internal-id="ID_FMP_POWER_1930" source="Player's Handbook" revision-date="3/9/2011 7:00:00 PM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 2 </specific>
    <specific name="Effect"> Use this cantrip to accomplish one of the effects given below:
	* Change the color of items in 1 cubic foot.
	* Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
	* Clean or soil items in 1 cubic foot.
	* Instantly light (or snuff out) a candle, a torch, or a small campfire.
	* Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
	* Make a small mark or symbol appear on a surface for up to 1 hour.
	* Produce out of nothingness a small item or image that exists until the end of your next turn.
	* Make a small, handheld item invisible until the end of your next turn. </specific>
    <specific name="Special"> You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
This catch-all cantrip
</RulesElement>
  <RulesElement name="Mage Hand" type="Power" internal-id="ID_FMP_POWER_1227" source="Player's Handbook" revision-date="3/9/2011 7:00:00 PM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane, Conjuration </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Effect"> You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. </specific>
    <specific name=" Minor Action"> The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. </specific>
    <specific name=" Move Action"> The hand moves up to 5 squares in any direction, carrying the object it holds. </specific>
    <specific name=" Free Action"> The hand drops the object it is holding. </specific>
    <specific name="Sustain Minor"> The hand persists until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
When you first took up the often-dangerous study of alchemy, mage hand allowed you to mix reagents and volatile components from a safe distance. In lost ruins or the throne rooms of dukes and kings, this minor magic has even more uses.
   </RulesElement>
  <RulesElement name="Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_130" source="Player's Handbook,Player's Handbook 3" revision-date="3/9/2011 7:00:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> Use ghost sound, light, mage hand, and prestidigitation as at-will powers. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930 </specific>
    <rules>
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_CLASS_9" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="At-Will" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Standard Action" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1225" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1227" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1930" type="Power" Field="Power Type" value="Utility" />
      <grant name="ID_FMP_POWER_1217" type="Power" />
      <grant name="ID_FMP_POWER_1225" type="Power" />
      <grant name="ID_FMP_POWER_1227" type="Power" />
      <grant name="ID_FMP_POWER_1930" type="Power" />
    </rules>
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
   </RulesElement>
  <RulesElement name="Hybrid Cantrips" type="Class Feature" internal-id="ID_WOG_BF_CLASS_FEATURE_1" source="Player's Handbook,Player's Handbook 3" revision-date="3/9/2011 7:00:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> Use ghost sound, light, mage hand, and prestidigitation as at-will powers. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930 </specific>
    <rules>
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_CLASS_9" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="At-Will" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Standard Action" requires="ID_FMP_RACE_20" />
      <grant name="ID_FMP_POWER_1217" type="Power" />
      <grant name="ID_FMP_POWER_1225" type="Power" />
      <grant name="ID_FMP_POWER_1227" type="Power" />
      <grant name="ID_FMP_POWER_1930" type="Power" />
    </rules>
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
   </RulesElement>
  <RulesElement name="Mage Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2870" source="Player Essentials: Heroes of the Fallen Lands" revision-date="3/9/2011 7:00:00 PM">
    <Category> 1 </Category>
    <Flavor> The basic tricks of magic are known as cantrips, and they are the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memory and used at will once you have mastered it. </Flavor>
    <specific name="Short Description"> Choose three cantrips. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731 </specific>
    <specific name="_CS_ShortDescription"> Choose three cantrips </specific>
    <rules>
      <modify name="ID_FMP_POWER_12731" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1225" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1227" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1930" type="Power" Field="Power Type" value="Utility" />
      <select type="Power" number="3" Category="ID_FMP_CLASS_FEATURE_2870" />
    </rules>
You gain three of the following powers of your choice.
</RulesElement>
  <RulesElement name="Hybrid Wizard" type="Grants" internal-id="ID_INTERNAL_GRANTS_HYBRID_WIZARD" source="Player's Handbook 3" revision-date="3/9/2011 7:00:00 PM">
    <specific name="_SupportsID"> ID_FMP_HYBRID_CLASS_360 </specific>
    <rules>
      <grant name="ID_INTERNAL_COUNTSASCLASS_WIZARD" type="CountsAsClass" />
      <suggest name="ID_FMP_ABILITY_SCORE_4" type="Ability Score" />
      <suggest name="ID_FMP_ABILITY_SCORE_5" type="Ability Score" />
      <suggest name="ID_FMP_ABILITY_SCORE_3" type="Ability Score" />
      <grant name="ID_FMP_ROLE_1" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_2" type="Power Source" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" type="Proficiency" />
      <grant name="ID_WOG_BF_CLASS_FEATURE_1" type="Class Feature" />
      <grant name="ID_INTERNAL_GRANTS_HYBRID_WIZARD_IMPLEMENTS" type="Grants" />
    </rules>
  </RulesElement>
  <!-- Inuitive Strike Fix (by Drewjitsu) -->
  <RulesElement name="Intuitive Strike" type="Power" internal-id="ID_FMP_POWER_10889" source="Martial Power 2" revision-date="8/27/2010 11:56:57 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_8,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Your strike puts your opponent off guard, allowing your allies to better exploit the enemy's openings. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Warlord Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Strength vs. Will </specific>
    <specific name="Hit"> 1[W] damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Level 21: 2[W] damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_8 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Hellfire Arcanist Fix (by Drewjitsu) -->
  <RulesElement name="Hellfire Arcanist" type="Feat" internal-id="ID_FMP_FEAT_2133" source="Dragon Magazine 381" revision-date="8/27/2010 12:19:48 PM">
    <Prereqs> Tiefling, wizard </Prereqs>
    <print-prereqs> Tiefling, wizard </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description" > +2/+3/+4 (by tier) to damage with fire attacks; +2 sq. to forced movement of fear attacks </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Hellfire Arcanist" value="+2" />
      <statadd name="fire:damage" value="+Hellfire Arcanist" type="Feat" />
      <statadd name="Hellfire Arcanist" value="+1" requires="Paragon Tier" />
      <statadd name="Hellfire Arcanist" value="+1" requires="Epic Tier" />
    </rules>
You gain a +2 feat bonus to damage rolls with fire attacks. If you push, pull, or slide a creature with a fear attack, increase that forced movement by 2 squares.
The bonus increases to +3 at 11th level and +4 at 21st level.
   </RulesElement>
  <!-- Warlord armor fix for Archery Warlords 25-Mar-2011 (by Greyhawk Fan) -->
  <RulesElement name="Warlord" type="Grants" internal-id="ID_INTERNAL_GRANTS_WARLORD" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_CLASS_8 </specific>
    <rules>
      <grant name="ID_FMP_ROLE_2" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_1" type="Power Source" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(HIDE)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_MILITARY_MELEE" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" type="Proficiency" />
      <grant name="ID_FMP_CLASS_FEATURE_2286_FIX" type="Class Feature" />
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_443|ID_FMP_CLASS_FEATURE_2287|ID_FMP_CLASS_FEATURE_2285" />
      <grant name="ID_FMP_CLASS_FEATURE_316" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_317" type="Class Feature" />
      <grant name="ID_INTERNAL_GRANTS_WARLORD_IMPLEMENTS" type="Grants" />
    </rules>
  </RulesElement>
  <RulesElement name="Archer Warlord Optional Choice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2286_FIX" source="Martial Power 2" revision-date="3/25/2011 11:00:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description" />
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <select type="Class Feature" number="1" category="ID_FMP_CLASS_FEATURE_2286_FIX" />
    </rules>
When you choose the Archer Warlord class feature, you lose proficiency with chainmail and light shields.
You gain proficiency with military ranged weapons. In addition, when you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
   </RulesElement>
  <RulesElement name="Archer Warlord" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2286" source="Martial Power 2" revision-date="3/25/2011 11:00:00 PM">
    <Category> 1,ID_FMP_CLASS_FEATURE_2286_FIX </Category>
    <specific name="Short Description" />
    <specific name="Level"> 1 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_MILITARY_RANGED" type="Proficiency" />
      <textstring name="ranged basic,bow group:key ability" value="str" />
    </rules>
When you choose the Archer Warlord class feature, you lose proficiency with chainmail and light shields.
You gain proficiency with military ranged weapons. In addition, when you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
   </RulesElement>
  <RulesElement name="Standard Warlord Armor Features" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2286_FALSE" source="Player's Handbook">
    <Category> 1,ID_FMP_CLASS_FEATURE_2286_FIX </Category>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Short Description" />
    <specific name="Level"> 1 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CHAINMAIL)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SHIELD_PROFICIENCY_(LIGHT)" type="Proficiency" />
    </rules>
Keep your proficiency with chainmail and light shields.
   </RulesElement>
  <!-- Dragonfear power fix 25-Mar-2011 (by Greyhawk Fan) -->
  <RulesElement name="Dragonfear" type="Power" internal-id="ID_FMP_POWER_12577" source="Dragon Magazine 388" revision-date="8/27/2010 12:04:26 PM">
    <Category> ID_FMP_RACIAL_TRAIT_2711,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> Your presence causes your enemies to quake and tremble. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Power </specific>
    <specific name="Keywords"> Fear </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 5 (increase to close burst 10 at 21st level) </specific>
    <specific name="Target"> Each enemy in burst </specific>
    <specific name="Attack"> Strength or Charisma +2 vs. Will
Level 11: Strength or Charisma +4 vs. Will.
Level 21: Strength or Charisma +6 vs. Will. </specific>
    <specific name="Hit"> The target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_2711 </specific>
  </RulesElement>
  <!-- Wave of Terror power fix 25-Mar-2011 (by Greyhawk Fan) -->
  <RulesElement name="Wave of Terror" type="Power" internal-id="ID_FMP_POWER_12578" source="Dragon Magazine 388" revision-date="8/27/2010 12:04:26 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_695,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Fear Walker </Prereqs>
    <Flavor> Your foes hold you in such fear that it forces them to their knees. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fear Walker Attack 11 </specific>
    <specific name="Keywords"> Fear, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Target"> Each enemy in burst </specific>
    <specific name="Attack"> Strength or Charisma +6 vs. Will
Level 21: Strength or Charisma +9 vs. Will. </specific>
    <specific name="Hit"> 2d8 + Strength or Charisma modifier psychic damage, and the target falls prone. Until the end of your next turn, if you are next to the target, it cannot stand. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_695 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Dragonfear Overwhelming power fix 25-Mar-2011 (by Greyhawk Fan) -->
  <RulesElement name="Dragonfear Overwhelming" type="Power" internal-id="ID_FMP_POWER_12579" source="Dragon Magazine 388" revision-date="8/27/2010 12:04:27 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_695,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 </Category>
    <Prereqs> Fear Walker </Prereqs>
    <Flavor> You force your presence into your enemies' minds, making them unable to think of anything but the terror they have of you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Fear Walker Attack 20 </specific>
    <specific name="Keywords"> Fear </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 10 </specific>
    <specific name="Target"> One, two, or three enemies in burst </specific>
    <specific name="Attack"> Strength or Charisma +9 vs. Will </specific>
    <specific name="Hit"> The target is stunned (save ends). </specific>
    <specific name=" Aftereffect"> The target takes a -2 penalty to attack rolls (save ends). </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_695 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Rush of Battle typo fix (Drewjitsu) -->
  <RulesElement name="Rush of Battle" type="Power" internal-id="ID_FMP_POWER_4594" source="Martial Power" revision-date="8/27/2010 11:35:20 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_8,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
    <Flavor> You raise your voice above the din, encouraging your allies to make a rapid series of attacks. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Warlord Utility 22 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Target"> Each ally in burst </specific>
    <specific name="Effect"> Until the start of your next turn, each target can make basic attacks as minor actions. </specific>
    <specific name=" Resourceful Presence"> Each target gains a bonus to the basic attack rolls equal to your Intelligence modifier or Charisma modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_8 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <!-- Blade Cascade (Ranger Daily 15) typo fix (Drewjitsu) -->
  <RulesElement name="Blade Cascade" type="Power" internal-id="ID_FMP_POWER_57" source="Player's Handbook" revision-date="8/27/2010 11:21:51 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_5,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
    <Flavor> Time seems to slow down as your weapons fall upon your hapless foes like rain from an ominous sky. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Ranger Attack 15 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding two melee weapons. </specific>
    <specific name="Targets"> One or more creatures </specific>
    <specific name="Attack"> Strength vs. AC. Alternate main and off-hand weapon attacks until you miss or until you make five attacks. As soon as an attack misses, this power ends. </specific>
    <specific name="Hit"> 2[W] + Strength modifier damage per attack. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_5 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Rushing Cleats Fix (Drewjitsu) -->
  <RulesElement name="Rushing Cleats (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3344" source="Adventurer's Vault" revision-date="9/1/2010 10:34:05 AM">
    <Flavor> These rawhide boot straps are fitted with spikes. </Flavor>
    <specific name="Level"> 7 </specific>
    <specific name="Gold"> 2600 </specific>
    <specific name="Magic Item Type"> Feet Slot Item </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon" />
    <specific name="Item Slot"> Feet </specific>
    <specific name="Requirement" />
    <specific name="Critical" />
    <specific name="Special" />
    <specific name="Power" />
    <specific name="_Rarity" />
    <specific name="Property"> Rarity: Uncommon Item. </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square. </specific>
    <rules>
      <statadd name="Rushing Cleats" value="+2" />
      <statadd name="Bull Rush Attack:attack" value="+Rushing Cleats" type="Item" />
    </rules>
  </RulesElement>
  <!-- Improved Grab fix (Drewjitsu) -->
  <RulesElement name="Improved Grab" type="Feat" internal-id="ID_FMP_FEAT_658" source="Player's Handbook 2" revision-date="8/27/2010 12:18:10 PM">
    <Prereqs> Str 13 </Prereqs>
    <print-prereqs> Str 13 </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> +4/+6/+8 (by tier) to grab attacks </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="Improved Grab" value="+4" />
      <statadd name="Improved Grab" value="+2" requires="Paragon Tier" />
      <statadd name="Improved Grab" value="+2" requires="Epic Tier" />
      <statadd name="Grab Attack:attack" value="+Improved Grab" type="Feat" />
    </rules>
When you use the grab action, you gain a +4 feat bonus to the attack roll. The bonus increases to +6 at 11th level and +8 at 21st level.
   </RulesElement>
  <!-- Superior Ki Focuses Fix (Drewjitsu) -->
  <RulesElement name="Accurate Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_150" source="Psionic Power" revision-date="9/21/2010 2:18:08 PM">
    <specific name="Full Text"> Accurate Ki Focus
Superior implement 
Cost: 25 gp

Properties: 
Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 25 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Accurate </specific>
    <specific name="Item Slot"> Ki Focus </specific>
    <rules>
      <statadd name="implement:attack(Accurate Ki Focus)" value="+1" type="Superior Implement" requires="Superior Implement Training (Accurate Ki Focus)" />
    </rules>
  </RulesElement>
  <RulesElement name="Fluid Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_151" source="Psionic Power" revision-date="9/21/2010 2:18:17 PM">
    <specific name="Full Text"> Fluid Ki Focus
Superior implement 
Cost: 30 gp

Properties: 
Mobile (When you hit with an attack using a mobile implement, you can shift as a minor action before the end of your turn.).
Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 30 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Mobile, Shielding </specific>
    <specific name="Item Slot"> Ki Focus </specific>
  </RulesElement>
  <RulesElement name="Inexorable Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_152" source="Psionic Power" revision-date="9/21/2010 2:18:20 PM">
    <specific name="Full Text"> Inexorable Ki Focus
Superior implement 
Cost: 35 gp

Properties: 
Energized (force) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).
Unstoppable (You gain a +1 bonus to attack rolls against Fortitude when attacking with an unstoppable implement.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 35 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Energized (force), Unstoppable </specific>
    <specific name="_DamageType"> Force </specific>
    <specific name="Item Slot"> Ki Focus </specific>
    <rules>
      <statadd name="Inexorable Ki Focus" value="+2" />
      <statadd name="implement,Force:damage(Inexorable Ki Focus)" value="+Inexorable Ki Focus" type="Superior Implement" requires="Superior Implement Training (Inexorable Ki Focus)" />
      <statadd name="Inexorable Ki Focus" value="+1" requires="Paragon Tier" />
      <statadd name="Inexorable Ki Focus" value="+1" requires="Epic Tier" />
      <statadd name="implement,fortitude:attack(Inexorable Ki Focus)" value="+1" type="Superior Implement" requires="Superior Implement Training (Inexorable Ki Focus)" />
    </rules>
  </RulesElement>
  <RulesElement name="Iron Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_153" source="Psionic Power" revision-date="9/21/2010 2:18:23 PM">
    <specific name="Full Text"> Iron Ki Focus
Superior implement 
Cost: 30 gp

Properties: 
Deadly (You gain a +1 bonus to damage rolls made with a deadly implement. The bonus increases to +2 at 11th level and +3 at 21st level.).
Forceful (Whenever you pull, push, or slide a target with an attack power using a forceful implement, the distance of the forced movement increases by 1 square.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 30 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Deadly, Forceful </specific>
    <specific name="Item Slot"> Ki Focus </specific>
    <rules>
      <statadd name="Iron Ki Focus" value="+1" />
      <statadd name="Iron Ki Focus" value="+1" requires="Paragon Tier" />
      <statadd name="Iron Ki Focus" value="+1" requires="Epic Tier" />
      <statadd name="implement:damage(Iron Ki Focus)" value="+Iron Ki Focus" type="Superior Implement" requires="Superior Implement Training (Iron Ki Focus)" />
    </rules>
  </RulesElement>
  <RulesElement name="Mighty Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_154" source="Psionic Power" revision-date="9/21/2010 2:18:25 PM">
    <specific name="Full Text"> Mighty Ki Focus
Superior implement 
Cost: 25 gp

Properties: 
Empowered Crit (When you score a critical hit with an empowered crit implement, the attack deals 1d10 extra damage. The extra damage increases to 2d10 at 11th level and 3d10 at 21st level.).
Unerring (You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 25 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Empowered Crit, Unerring </specific>
    <specific name="Item Slot"> Ki Focus </specific>
    <rules>
      <statadd name="implement,reflex:attack(Mighty Ki Focus)" value="+1" type="Superior Implement" requires="Superior Implement Training (Mighty Ki Focus)" />
    </rules>
  </RulesElement>
  <RulesElement name="Mountain Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_155" source="Psionic Power" revision-date="9/21/2010 2:18:27 PM">
    <specific name="Full Text"> Mountain Ki Focus
Superior implement 
Cost: 30 gp

Properties: 
Forceful (Whenever you pull, push, or slide a target with an attack power using a forceful implement, the distance of the forced movement increases by 1 square.).
Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 30 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Forceful, Shielding </specific>
    <specific name="Item Slot"> Ki Focus </specific>
  </RulesElement>
  <RulesElement name="Serene Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_156" source="Psionic Power" revision-date="9/21/2010 2:18:29 PM">
    <specific name="Full Text"> Serene Ki Focus
Superior implement 
Cost: 35 gp

Properties: 
Energized (psychic) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).
Undeniable (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 35 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Energized (psychic), Undeniable </specific>
    <specific name="_DamageType"> Psychic </specific>
    <specific name="Item Slot"> Ki Focus </specific>
    <rules>
      <statadd name="Serene Ki Focus" value="+2" />
      <statadd name="implement,Psychic:damage(Serene Ki Focus)" value="+Serene Ki Focus" type="Superior Implement" requires="Superior Implement Training (Serene Ki Focus)" />
      <statadd name="Serene Ki Focus" value="+1" requires="Paragon Tier" />
      <statadd name="Serene Ki Focus" value="+1" requires="Epic Tier" />
      <statadd name="implement,will:attack(Serene Ki Focus)" value="+1" type="Superior Implement" requires="Superior Implement Training (Serene Ki Focus)" />
    </rules>
  </RulesElement>
  <RulesElement name="Transcendent Ki Focus" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_157" source="Psionic Power" revision-date="9/21/2010 2:18:31 PM">
    <specific name="Full Text"> Transcendent Ki Focus
Superior implement 
Cost: 30 gp

Properties: 
Blinking (When you hit with a teleportation attack power, you have concealment until the start of your next turn.).
Reaching (You gain +1 reach with melee attacks using a reaching implement.).

Group: 
Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 30 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Ki Focus </specific>
    <specific name="Properties"> Blinking, Reaching </specific>
    <specific name="Item Slot"> Ki Focus </specific>
  </RulesElement>
  <!-- Hybrid Arena Fighter Fix -->
  <RulesElement name="Fighter Combat Talent" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1830" source="Player's Handbook 3" revision-date="10/5/2010 1:47:05 PM">
    <Category> ID_FMP_HYBRID_CLASS_353,1 </Category>
    <specific name="Short Description" />
    <specific name="Level"> 1 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_2170, ID_FMP_CLASS_FEATURE_2460, ID_FMP_CLASS_FEATURE_2461, ID_FMP_CLASS_FEATURE_2462, ID_FMP_CLASS_FEATURE_2529, ID_DRU_CLASS_FEATURE_0001 </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_1830" />
    </rules>
When you select this option, you choose one of the following class features.
  </RulesElement>
  <!-- Savage Axe Fix Feat -->
  <RulesElement name="Savage Axe" type="Feat" internal-id="ID_FMP_FEAT_1737" source="Dragon Magazine 378" revision-date="8/27/2010 12:19:23 PM">
    <Prereqs> Fighter </Prereqs>
    <print-prereqs> Fighter </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Con modifier extra damage with OAs using axe </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <statadd name="axe:damage" value="+Constitution modifier" condition="with opportunity attacks" />
      <statadd name="axe group:damage" value="+Constitution modifier" condition="with opportunity attacks" />
    </rules>
When you hit with an opportunity attack with an axe, you deal extra damage equal to your Constitution modifier.
   </RulesElement>
  <!-- Restless Dead Feat Fix -->
  <RulesElement name="Restless Dead" type="Feat" internal-id="ID_FMP_FEAT_2012" source="Dragon Magazine 380" revision-date="8/27/2010 12:19:40 PM">
    <Prereqs> Revenant, must worship the Raven Queen </Prereqs>
    <print-prereqs> Revenant, must worship the Raven Queen </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description" > +2 to attacks and defenses while under 0 hp and conscious </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
While you are at 0 hit points or fewer and still conscious, you gain a +2 bonus to attack rolls and all defenses.
<rules><statadd name="weapon:attack" value="+2" condition="while you are at 0 hp or fewer and still conscious" /><statadd name="implement:attack" value="+2" condition="while you are at 0 hp or fewer and still conscious" /><statadd name="Fortitude Defense" value="+2" condition="while you are at 0 hp or fewer and still conscious" /><statadd name="Reflex Defense" value="+2" condition="while you are at 0 hp or fewer and still conscious" /><statadd name="Will Defense" value="+2" condition="while you are at 0 hp or fewer and still conscious" /><statadd name="Armor Class" value="+2" condition="while you are at 0 hp or fewer and still conscious" /></rules></RulesElement>
  <!-- Lightning Rush and Nature's Sentinel Fixes -->
  <RulesElement name="Lightning Rush (Augment 0)" type="Power" internal-id="ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_0)" source="Player's Handbook 3" revision-date="9/21/2010 1:52:01 PM">
    <Flavor> Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy's attack to yourself. </Flavor>
    <specific name="_SupportsID"> ID_FMP_POWER_2634 </specific>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Battlemind Attack 7 </specific>
    <specific name="Keywords"> Augmentable, Psionic, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Effect"> Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
    <specific name="Trigger"> An enemy within 5 squares of you targets an ally with an attack </specific>
    <specific name="Effect"> You don't get your normal standard action on your next turn. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Constitution vs. AC </specific>
    <specific name="Hit"> 1[W] + Constitution modifier damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_124 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_AugmentParent"> ID_FMP_POWER_2634 </specific>
  </RulesElement>
  <RulesElement name="Lightning Rush (Augment 1)" type="Power" internal-id="ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_1)" source="Player's Handbook 3" revision-date="9/21/2010 1:52:01 PM">
    <Flavor> Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy's attack to yourself. </Flavor>
    <specific name="_SupportsID"> ID_FMP_POWER_2634 </specific>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Battlemind Attack 7 </specific>
    <specific name="Keywords"> Augmentable, Psionic, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Effect"> Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
    <specific name="Trigger"> An enemy within 5 squares of you targets an ally with an attack </specific>
    <specific name="Effect"> You don't get your normal standard action on your next turn. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Constitution vs. AC </specific>
    <specific name="Hit"> 1[W] + Constitution modifier damage, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_124 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_AugmentParent"> ID_FMP_POWER_2634 </specific>
  </RulesElement>
  <RulesElement name="Lightning Rush (Augment 2)" type="Power" internal-id="ID_INTERNAL_POWER_LIGHTNING_RUSH_(AUGMENT_2)" source="Player's Handbook 3" revision-date="9/21/2010 1:52:01 PM">
    <Flavor> Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy's attack to yourself. </Flavor>
    <specific name="_SupportsID"> ID_FMP_POWER_2634 </specific>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Battlemind Attack 7 </specific>
    <specific name="Keywords"> Augmentable, Psionic, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Effect"> Before the attack, you move your speed to a square adjacent to the triggering enemy. </specific>
    <specific name="Trigger"> An enemy within 5 squares of you targets an ally with an attack </specific>
    <specific name="Effect"> You get your normal standard action on your next turn. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Constitution vs. AC </specific>
    <specific name="Hit"> 2[W] + Constitution modifier damage, and you become the target of the triggering attack. </specific>
    <specific name="Class"> ID_FMP_CLASS_124 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_AugmentParent"> ID_FMP_POWER_2634 </specific>
  </RulesElement>
  <RulesElement name="Nature's Sentinel" type="Feat" internal-id="ID_FMP_FEAT_3304" source="Psionic Power" revision-date="9/21/2010 11:07:15 AM">
    <Prereqs> Wilden, Nature's Aspect racial trait, battlemind, battlemind's demand power, blurred step power, mind spike power </Prereqs>
    <print-prereqs> Wilden, Nature's Aspect racial trait, battlemind, battlemind's demand power, blurred step power, mind spike power </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Depending on aspect: shift +1 sq. with blurred step (ancients), Wis modifier extra damage with mind spike (destroyer), target extra creature with battlemind's demand (hunter) </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Blurred Step" type="Power" Field="Nature's Sentinel" value="While in Aspect of the Ancients, you shift 1 extra square." />
      <modify name="Mind Spike" type="Power" Field="Nature's Sentinel" value="While in Aspect of the Destroyer, the target takes extra damage equal to your wisdom modifier." />
      <modify name="Battlemind's Demand" type="Power" Field="Nature's Sentinel" value="While in Aspect of the Hunter, you can target one additional creature in the burst" />
      <modify name="Battlemind's Demand (Augment 0)" type="Power" Field="Nature's Sentinel" value="While in Aspect of the Hunter, you can target one additional creature in the burst." />
      <modify name="Battlemind's Demand (Augment 1)" type="Power" Field="Nature's Sentinel" value="While in Aspect of the Hunter, you can target one additional creature in the burst." />
    </rules>
Some of your powers gain an additional benefit depending on your current Nature's Aspect.
	Aspect of the Ancients: When you use your blurred step, you shift 1 extra square.
	Aspect of the Destroyer: When you use your mind spike, the target takes extra damage equal to your Wisdom modifier.
	Aspect of the Hunter: When you use your battlemind's demand, you can target one additional creature in the burst.
   </RulesElement>
  <!-- Psionic Hybrid Fix -->
  <RulesElement name="Psionic Augmentation (Hybrid)" type="Internal" internal-id="ID_INTERNAL_INTERNAL_PSIONIC_AUGMENTATION_(HYBRID)" source="Core">
    <rules>
      <grant name="ID_INTERNAL_INTERNAL_NO_ENCOUNTER_POWERS" type="Internal" />
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2340" />
      <grant name="ID_INTERNAL_INTERNAL_HYBRID_POWER_POINTS" type="Internal" Level="3" />
      <select type="Power" name="Hybrid At-Will/Encounter 7" number="1" Category="$$CLASS,encounter|Augmentable At-Will,7" Level="7" />
      <replace name="Hybrid At-Will/Encounter 13" Level="13" powerswap="$$CLASS,encounter|Augmentable At-Will,13" />
      <replace name="Hybrid At-Will/Encounter 17" Level="17" powerswap="$$CLASS,encounter|Augmentable At-Will,17" />
      <replace name="Hybrid At-Will/Encounter 23" Level="23" powerswap="$$CLASS,encounter|Augmentable At-Will,23" />
      <replace name="Hybrid At-Will/Encounter 27" Level="27" powerswap="$$CLASS,encounter|Augmentable At-Will,27" />
    </rules>
  </RulesElement>
  <RulesElement name="Hybrid Power Point Option" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_HYBRID_POWER_POINT_OPTION" source="Player's Handbook 3">
    <Category> ID_FMP_CLASS_FEATURE_2340 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_2340 </specific>
    <rules>
      <grant name="ID_INTERNAL_INTERNAL_HYBRID_POWER_POINTS" type="Internal" />
      <select type="Power" name="Hybrid Encounter 3" number="1" Category="$$CLASS,encounter,3" Level="3" />
    </rules>
When you choose the hybrid power point option, you gain a number of power points based on the levels of the augmentable at-will attack powers that you have.
</RulesElement>
  <RulesElement name="Hybrid Encounter Power" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_HYBRID_ENCOUNTER_POWER" source="Player's Handbook 3">
    <Category> ID_FMP_CLASS_FEATURE_2340 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_2340 </specific>
    <rules>
      <select type="Power" number="1" Category="$$CLASS,encounter,1" />
      <replace name="Power At-Will 3" Level="3" powerswap="$$CLASS,at-will,3" optional="true" />
    </rules>
Choose a 1st-level encounter attack power from your hybrid class that includes such powers.
</RulesElement>
  <!-- Stupid Typo Bugs Fixed and others by Drewjitsu -->
  <RulesElement name="Healing Song" type="Feat" internal-id="ID_FMP_FEAT_1219" source="Arcane Power" revision-date="8/27/2010 12:18:45 PM">
    <Category> ID_INTERNAL_CATEGORY_MULTICLASS_BARD,ID_INTERNAL_CATEGORY_MULTICLASS </Category>
    <Prereqs> Any multiclass bard feat, paragon multiclassing as a bard </Prereqs>
    <print-prereqs> Any multiclass bard feat, paragon multiclassing as a bard </print-prereqs>
    <specific name="Tier"></specific>
    <specific name="Short Description"> Bard: Song of Rest and Skill Versatility </specific>
    <specific name="Special" />
    <specific name="type"> Multiclass Bard </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_699" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_698" type="Class Feature" />
    </rules>
You gain the bard's Song of Rest and Skill Versatility class features.
   </RulesElement>
  <RulesElement name="Granite Shield" type="Power" internal-id="ID_FMP_POWER_13711" source="Dragon Magazine 392" revision-date="10/12/2010 1:29:49 PM">
    <Category> ID_FMP_CLASS_FEATURE_EARTHDOM_03,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_2,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> You invoke the power of earth to attack your enemy and call forth a shield of granite to protect your allies from harm. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Cleric Attack 3 </specific>
    <specific name="Keywords"> Divine, 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"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 1[W] + Wisdom modifier damage and push the target 3 squares. </specific>
    <specific name="Effect"> You gain an aura 2 that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while in the aura. </specific>
    <specific name="Class"> ID_FMP_CLASS_2 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_EARTHDOM_03 </specific>
This prayer demonstrates that the earth itself is yours to command. With but a handful of dirt and the power of your magic, you create a warding shield of unbreakable granite. The shield slams into your foes, driving them away before its magic flows back to protect your allies.
</RulesElement>
  <!-- Spirit Talker Fix (by EmanonCow) -->
  <RulesElement name="Spirit Talker" type="Feat" internal-id="ID_FMP_FEAT_668" source="Player's Handbook 2" revision-date="8/27/2010 12:18:10 PM">
    <Category> ID_INTERNAL_CATEGORY_MULTICLASS_SHAMAN,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS </Category>
    <Prereqs> Wis 13; ~MULTICLASS or Unlimited Multiclass or Shaman CountsAsClass; !ID_FMP_CLASS_147; !ID_FMP_HYBRID_CLASS_444 </Prereqs>
    <print-prereqs> Wis 13 </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Shaman: Nature skill; call spirit companion; associated spirit at-will power 1/encounter; speak with spirits 1/day </specific>
    <specific name="Special" />
    <specific name="type"> Multiclass Shaman </specific>
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_6515,ID_FMP_POWER_3775(Daily) </specific>
    <rules>
      <grant name="ID_INTERNAL_SKILL_TRAINING_NATURE" type="Skill Training" />
      <grant name="ID_FMP_POWER_6515" type="Power" />
      <select type="Power" number="1" Category="Spirit Talker" />
      <modify Field="Power Usage" value="Encounter" />
      <grant name="ID_FMP_POWER_3775" type="Power" />
      <modify Field="Power Usage" value="Daily" />
      <textstring name="ImplementsAsClass" value="Shaman" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_SHAMAN" type="CountsAsClass" />
      <grant name="ID_INTERNAL_MULTICLASS_MULTICLASS" type="Multiclass" />
      <grant name="ID_INTERNAL_GRANTS_SHAMAN_IMPLEMENTS" type="Grants" />
      <modify name="ID_FMP_POWER_6515" type="Power" Field="Action Type" value="Standard Action" />
    </rules>
You gain training in Nature.
	You gain the shaman's call spirit companion power, but you use it as a standard action. 
	Choose a Companion Spirit option. Choose a Companion Spirit option. You gain the at-will shaman power associated with that option, such as spirit's shield or spirit's fang, as an encounter power.
	You gain speak with spirits as a daily power.
	In addition, you can wield shaman implements.
   </RulesElement>
  <!-- Pit Fighter Melee weapon attacks fix (by Drewjitsu) -->
  <RulesElement name="Dirty Fighting" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_652" source="Player's Handbook" revision-date="10/5/2010 1:47:04 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> Add Wis mod to damage when using a weapon with fighter or pit fighter attacks </specific>
    <specific name="Level"> 16 </specific>
    <rules>
      <statadd name="ID_FMP_CLASS_3,weapon:damage" value="+Wisdom modifier" />
      <statadd name="ID_FMP_PARAGON_PATH_99,weapon:damage" value="+Wisdom modifier" />
    </rules>
Using tricks and techniques you have learned in constant battles, you know how to add an extra level of pain to every hit you deliver. Your fighter or pit fighter weapon attacks deal extra damage equal to your Wisdom modifier.
   </RulesElement>
  <!-- Precision Throw fix by Underhil -->
  <RulesElement name="Precision Throw" type="Feat" internal-id="ID_FMP_FEAT_2455" source="Martial Power 2" revision-date="8/27/2010 12:20:16 PM">
    <Prereqs> Any martial class </Prereqs>
    <print-prereqs> Any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Use Dexterity for RBAs with thrown weapons </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <textstring name="ranged basic:key ability" value="dex" />
    </rules>
Whenever you make a ranged basic attack using a thrown weapon with which you have proficiency, you can use Dexterity instead of Strength for the attack roll and the damage roll.
</RulesElement>
  <!-- Goliath Greatweapon Prowess Update for Dark Sun Weapons -->
  <RulesElement name="Goliath Greatweapon Prowess" type="Internal" internal-id="ID_INTERNAL_INTERNAL_GOLIATH_GREATWEAPON_PROWESS" source="Player's Handbook 2">
    <specific name="_SupportsID"> ID_FMP_FEAT_1004 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATAXE)" type="Proficiency" />
      <statadd name="Greataxe:damage" value="+2" type="Feat" />
      <statadd name="Greataxe:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Greataxe:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HEAVY_FLAIL)" type="Proficiency" />
      <statadd name="Heavy flail:damage" value="+2" type="Feat" />
      <statadd name="Heavy flail:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Heavy flail:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GLAIVE)" type="Proficiency" />
      <statadd name="Glaive:damage" value="+2" type="Feat" />
      <statadd name="Glaive:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Glaive:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HALBERD)" type="Proficiency" />
      <statadd name="Halberd:damage" value="+2" type="Feat" />
      <statadd name="Halberd:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Halberd:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MAUL)" type="Proficiency" />
      <statadd name="Maul:damage" value="+2" type="Feat" />
      <statadd name="Maul:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Maul:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSPEAR)" type="Proficiency" />
      <statadd name="Longspear:damage" value="+2" type="Feat" />
      <statadd name="Longspear:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Longspear:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATSWORD)" type="Proficiency" />
      <statadd name="Greatsword:damage" value="+2" type="Feat" />
      <statadd name="Greatsword:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Greatsword:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(FALCHION)" type="Proficiency" />
      <statadd name="Falchion:damage" value="+2" type="Feat" />
      <statadd name="Falchion:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Falchion:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HEAVY_WAR_PICK)" type="Proficiency" />
      <statadd name="Heavy war pick:damage" value="+2" type="Feat" />
      <statadd name="Heavy war pick:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Heavy war pick:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(GREATCLUB)" type="Proficiency" />
      <statadd name="Greatclub:damage" value="+2" type="Feat" />
      <statadd name="Greatclub:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Greatclub:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MORNINGSTAR)" type="Proficiency" />
      <statadd name="Morningstar:damage" value="+2" type="Feat" />
      <statadd name="Morningstar:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Morningstar:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" type="Proficiency" />
      <statadd name="Quarterstaff:damage" value="+2" type="Feat" />
      <statadd name="Quarterstaff:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Quarterstaff:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCYTHE)" type="Proficiency" />
      <statadd name="Scythe:damage" value="+2" type="Feat" />
      <statadd name="Scythe:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Scythe:damage" value="+4" type="Feat" requires="Epic Tier" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(TRIKAL)" type="Proficiency" />
      <statadd name="Trikal:damage" value="+2" type="Feat" />
      <statadd name="Trikal:damage" value="+3" type="Feat" requires="Paragon Tier" />
      <statadd name="Trikal:damage" value="+4" type="Feat" requires="Epic Tier" />
    </rules>
  </RulesElement>
  <!-- Steal Time Type Fix (Drewjitsu) -->
  <RulesElement name="Steal Time" type="Power" internal-id="ID_FMP_POWER_4046" source="Arcane Power" revision-date="8/27/2010 11:32:47 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> You divert the river of time, stealing a moment from your enemy for your own use. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 27 </specific>
    <specific name="Keywords"> Arcane, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is stunned until the end of your next turn. You gain an extra standard action, which you must use before the target recovers from this stunned condition. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Psion Ritual book and text fix (MMAgCh) -->
  <RulesElement name="Psion" type="Grants" internal-id="ID_INTERNAL_GRANTS_PSION" source="Player's Handbook 3">
    <specific name="_SupportsID"> ID_FMP_CLASS_437 </specific>
    <rules>
      <grant name="ID_INTERNAL_INTERNAL_PSIONIC_FIRST_CLASS" type="Internal" />
      <grant name="ID_FMP_ROLE_1" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_5" type="Power Source" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" type="Proficiency" />
      <grant name="ID_FMP_CLASS_FEATURE_1810" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_1812" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_683" type="Class Feature" />
      <grant name="ID_INTERNAL_GRANTS_PSION_IMPLEMENTS" type="Grants" />
      <statadd name="FREEBEE:ID_FMP_GEAR_31" value="+1" />
      <textstring name="Free Rituals" value="* As a psion you receive your choice of either the Sending ritual or the Tenser's Floating Disk ritual, and you are entitled to an additional free 1st-level ritual to begin your career." />
    </rules>
  </RulesElement>
  <!-- Astral Knowledge Fix -->
  <RulesElement name="Astral Knowledge" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2567" source="Dragon Magazine 385" revision-date="10/5/2010 1:47:06 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Gain new encounter power of 7th level or lower; at 21st, change to power of 13th level or lower </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <select type="Power" number="1" Category="$$CLASS,encounter,7" Level="10-20" />
      <select type="Power" number="1" Category="$$CLASS,encounter,13" Level="21" />
    </rules>
You gain an encounter attack power of 7th level or lower from your class. You cannot choose a power that you already know. At 21st level, you can replace this power with an encounter attack power of 13th level or lower from your class.
   </RulesElement>
  <!--Vestige Pact Fix by Ryven Cedrylle-->
  <RulesElement name="Vestige Pact" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1406" source="Arcane Power,Player's Handbook 3" revision-date="10/5/2010 1:47:04 PM">
    <Category> ID_FMP_CLASS_FEATURE_777,1 </Category>
    <specific name="Short Description"> You forge a pact with a chosen vestige and gain vestige powers and a pact boon for that vestige. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_6855,ID_FMP_POWER_7545 </specific>
    <specific name="type"> At-Will </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_6855 </specific>
    <rules>
      <grant name="ID_FMP_POWER_6855" type="Power" />
      <grant name="ID_FMP_POWER_7545" type="Power" />
    </rules>
You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. As a vestige pact warlock, you can choose from between two or more vestige pacts to fuel your arcane power.
Eyes of the Vestige: You know the eyes of the vestige spell. You gain an additional effect, referred to as an eyes of the vestige augment, associated with your active vestige (see below) when you make a successful attack with this power.
Pact Boon: You have a pact boon associated with your active vestige.
When an enemy under your Warlock's Curse drops to 0 hit points or fewer, you gain the benefit of your active vestige's pact boon.

Using Vestiges
You always have one active vestige. As a beginning character, you have access to the two primary vestiges: King Elidyr and Zutwa. You select one of these as your active vestige after a short rest or an extended rest.
Changing Your Vestige: You can gain temporary access to other vestiges by using certain daily attack powers. (For ease of identification, all these powers have names that begin with “Vestige.”) When you use a power that gives you access to a daily power vestige, you can choose for that vestige to immediately become your active vestige. If you do so, it remains your active vestige until you gain access to a different vestige by using another daily attack power or until the end of the encounter. If you don't immediately choose to change to that daily power vestige, your access to that vestige is lost until the next time you use that power.
After a short rest or an extended rest, you again select one of the two primary vestiges to be your active vestige. That vestige remains active until you change to a daily power vestige or until you take another short rest or extended rest.
In addition, certain benefits allow you to change your vestige at a different time or under different circumstances (See Vestige Pact Boons
   </RulesElement>
  <!-- Anticipate Attack (rogue) requires training in insight, but doesn't require it on the builder to select this power. -->
  <RulesElement name="Anticipate Attack (Rogue)" type="Power" internal-id="ID_FMP_POWER_12324" source="Martial Power" revision-date="8/27/2010 12:03:03 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16 </Category>
    <Flavor> You sense the attack before it comes. </Flavor>
    <Prereqs> You must have training in Insight. </Prereqs>
    <print-prereqs> You must have training in Insight. </print-prereqs>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Utility 16 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You are hit by an attack. </specific>
    <specific name="Requirement"> You must have training in Insight. </specific>
    <specific name="Effect"> You gain a +4 bonus to all defenses until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>

  <!-- Martial Style Feats now apply to the powers they modify -->
  <RulesElement name="Black Arrow Style" type="Feat" internal-id="ID_FMP_FEAT_1296" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class, trained in Stealth </Prereqs>
    <print-prereqs> Any martial class, trained in Stealth </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment deft strike and twin strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Deft Strike" type="Power" Field="Black Arrow Style" value="If you move into an obscured space or gain cover before making a ranged attack with this exploit, you can make a Stealth check against your target's passive Perception as a free action to gain combat advantage against your target until the start of your next turn." />
      <modify name="Twin Strike" type="Power" Field="Black Arrow Style" value="While you are hidden, you can use this exploit to make a ranged attack, and if you miss with the first ranged attack, you can choose to cancel the second attack to remain hidden from your target. You can also remain hidden if you are hidden but miss with both ranged attacks this exploit allows." />
    </rules>
You gain a benefit with any of the following powers you possess.
Deft Strike (rogue): If you move into an obscured space or gain cover before making a ranged attack with this exploit, you can make a Stealth check against your target's passive Perception as a free action to gain combat advantage against your target until the start of your next turn.
Twin Strike (ranger): While you are hidden, you can use this exploit to make a ranged attack, and if you miss with the first ranged attack, you can choose to cancel the second attack to remain hidden from your target. You can also remain hidden if you are hidden but miss with both ranged attacks this exploit allows.
   </RulesElement>
  <RulesElement name="Bloodhound Style" type="Feat" internal-id="ID_FMP_FEAT_1297" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class </Prereqs>
    <print-prereqs> Any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment careful attack, disheartening strike, predator's strike, and tide of iron powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Careful Attack" type="Power" Field="Bloodhound Style" value="If you hit with the melee version of this exploit against a creature granting combat advantage to you, the target is also slowed until the end of your next turn." />
      <modify name="Disheartening Strike" type="Power" Field="Bloodhound Style" value="If you hit with the melee version of this exploit against a creature granting combat advantage to you, you can also slide the target 1 square." />
      <modify name="Predator's Strike" type="Power" Field="Bloodhound Style" value="If you have combat advantage against your target when you use this exploit, your beast companion can shift 1 square before the attack." />
      <modify name="Tide of Iron" type="Power" Field="Bloodhound Style" value="If you hit with this exploit, you can slow the target until the end of your next turn instead of pushing it." />
    </rules>
You gain a benefit with any of the following powers you possess.
Careful Attack (ranger): If you hit with the melee version of this exploit against a creature granting combat advantage to you, the target is also slowed until the end of your next turn.
Disheartening Strike (rogue): If you hit with the melee version of this exploit against a creature granting combat advantage to you, you can also slide the target 1 square.
Predator's Strike (ranger): If you have combat advantage against your target when you use this exploit, your beast companion can shift 1 square before the attack.
Tide of Iron (fighter): If you hit with this exploit, you can slow the target until the end of your next turn instead of pushing it.
   </RulesElement>
  <RulesElement name="Corellon's Wrath Style" type="Feat" internal-id="ID_FMP_FEAT_1298" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Int 13, any martial class </Prereqs>
    <print-prereqs> Int 13, any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment commander's strike, crushing surge, riposte strike, and twin strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Command's Strike" type="Power" Field="Corellon's Wrath Style" value="If the target of this exploit is a demon, drow, orc, or spider, your ally can add half your Intelligence modifier (round up) to the attack roll." />
      <modify name="Crushing Surge" type="Power" Field="Corellon's Wrath Style" value="If you hit a demon, drow, orc, or spider with this exploit, you gain a number of extra temporary hit points equal to your Intelligence modifier." />
      <modify name="Riposte Strike" type="Power" Field="Corellon's Wrath Style" value="If you hit a demon, drow, orc, or spider with this exploit, you can add your Intelligence modifier to the attack roll and damage roll of your riposte." />
      <modify name="Twin Strike" type="Power" Field="Corellon's Wrath Style" value="If you hit a demon, drow, orc, or spider with this exploit, you deal extra damage equal to your Intelligence modifier." />
    </rules>
You gain a benefit with any of the following powers you possess.
Commander's Strike (warlord): If the target of this exploit is a demon, drow, orc, or spider, your ally can add half your Intelligence modifier (round up) to the attack roll.
Crushing Surge (fighter): If you hit a demon, drow, orc, or spider with this exploit, you gain a number of extra temporary hit points equal to your Intelligence modifier.
Riposte Strike (rogue): If you hit a demon, drow, orc, or spider with this exploit, you can add your Intelligence modifier to the attack roll and damage roll of your riposte.
Twin Strike (ranger): If you hit a demon, drow, orc, or spider with this exploit, you deal extra damage equal to your Intelligence modifier.
   </RulesElement>
  <RulesElement name="Cruel Cut Style" type="Feat" internal-id="ID_FMP_FEAT_1299" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Wis 13, any martial class </Prereqs>
    <print-prereqs> Wis 13, any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment cleave, furious smash, predator's strike, and riposte strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Cleave" type="Power" Field="Cruel Cut Style" value="If no other enemies are adjacent to the target when you hit the target with this exploit, the target takes ongoing damage equal to your Wisdom modifier (save ends)." />
      <modify name="Furious Smash" type="Power" Field="Cruel Cut Style" value="If your ally hits with the attack this exploit provides, the target takes ongoing damage equal to your Wisdom modifier (save ends)." />
      <modify name="Predator's Strike" type="Power" Field="Cruel Cut Style" value="If your beast companion hits with this exploit against a creature granting combat advantage to it, instead of adding your Wisdom modifier to the damage roll, you can have the target take ongoing damage equal to your Wisdom modifier (save ends)." />
      <modify name="Riposte Strike" type="Power" Field="Cruel Cut Style" value="If you hit with the riposte this exploit grants, the target takes ongoing damage equal to your Wisdom modifier (save ends)." />
    </rules>
You gain a benefit with any of the following powers you possess.
Cleave (fighter): If no other enemies are adjacent to the target when you hit the target with this exploit, the target takes ongoing damage equal to your Wisdom modifier (save ends).
Furious Smash (warlord): If your ally hits with the attack this exploit provides, the target takes ongoing damage equal to your Wisdom modifier (save ends).
Predator's Strike (ranger): If your beast companion hits with this exploit against a creature granting combat advantage to it, instead of adding your Wisdom modifier to the damage roll, you can have the target take ongoing damage equal to your Wisdom modifier (save ends).
Riposte Strike (rogue): If you hit with the riposte this exploit grants, the target takes ongoing damage equal to your Wisdom modifier (save ends).
   </RulesElement>
  <RulesElement name="Executioner's Style" type="Feat" internal-id="ID_FMP_FEAT_1300" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Con 13, any martial class </Prereqs>
    <print-prereqs> Con 13, any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment careful attack, commander's strike, piercing strike, and reaping strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Careful Attack" type="Power" Field="Executioner's Style" value="If your target is immobilized, restrained, stunned, or unconscious when you hit with this exploit, you deal extra damage equal to your Constitution modifier." />
      <modify name="Commander's Strike" type="Power" Field="Executioner's Style" value="If your target is immobilized, restrained, stunned, or unconscious, your ally can add your Constitution modifier to the attack roll." />
      <modify name="Piercing Strike" type="Power" Field="Executioner's Style" value="f your target is immobilized, restrained, stunned, or unconscious when you hit with this exploit, you deal extra damage equal to your Constitution modifier." />
      <modify name="Reaping Strike" type="Power" Field="Executioner's Style" value="If your target is immobilized, restrained, stunned, or unconscious, and you miss, you deal extra damage equal to your Constitution modifier." />
    </rules>
You gain a benefit with any of the following powers you possess.
Careful Attack (ranger): If your target is immobilized, restrained, stunned, or unconscious when you hit with this exploit, you deal extra damage equal to your Constitution modifier.
Commander's Strike (warlord): If your target is immobilized, restrained, stunned, or unconscious, your ally can add your Constitution modifier to the attack roll.
Piercing Strike (rogue): If your target is immobilized, restrained, stunned, or unconscious when you hit with this exploit, you deal extra damage equal to your Constitution modifier.
Reaping Strike (fighter): If your target is immobilized, restrained, stunned, or unconscious, and you miss, you deal extra damage equal to your Constitution modifier.
   </RulesElement>
  <RulesElement name="Ghostwalker Style" type="Feat" internal-id="ID_FMP_FEAT_1301" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class, trained in Stealth </Prereqs>
    <print-prereqs> Any martial class, trained in Stealth </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment deft strike and nimble strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Deft Strike" type="Power" Field="Ghostwalker Style" value="If you didn't move before the attack, you can shift 1 square as a free action after the attack." />
      <modify name="Nimble Strike" type="Power" Field="Ghostwalker Style" value="While using this exploit, you can move 2 squares before or after the attack, instead of shifting 1 square." />
    </rules>
You gain a benefit with any of the following powers you possess.
Deft Strike (rogue): If you didn't move before the attack, you can shift 1 square as a free action after the attack.
Nimble Strike (ranger): While using this exploit, you can move 2 squares before or after the attack, instead of shifting 1 square.
   </RulesElement>
  <RulesElement name="Harlequin Style" type="Feat" internal-id="ID_FMP_FEAT_1302" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Cha 13, any martial class </Prereqs>
    <print-prereqs> Cha 13, any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment brash assault, brash strike, deft strike, and hit and run powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Brash Assault" type="Power" Field="Harlequin Style" value="Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier until the start of your next turn." />
      <modify name="Brash Strike" type="Power" Field="Harlequin Style" value="Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier until the start of your next turn." />
      <modify name="Deft Strike" type="Power" Field="Harlequin Style" value="You can move 3 squares before this attack, instead of 2. Add your Charisma modifier to your defenses against opportunity attacks provoked by this movement." />
      <modify name="Hit and Run" type="Power" Field="Harlequin Style" value="If you move after the using this exploit, add your Charisma modifier to your defenses against opportunity attacks made against you during that movement." />
    </rules>
You gain a benefit with any of the following powers you possess.
Brash Assault (warlord): Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier until the start of your next turn.
Brash Strike (fighter): Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier until the start of your next turn.
Deft Strike (rogue): You can move 3 squares before this attack, instead of 2. Add your Charisma modifier to your defenses against opportunity attacks provoked by this movement.
Hit and Run (ranger): If you move after the using this exploit, add your Charisma modifier to your defenses against opportunity attacks made against you during that movement.
   </RulesElement>  
  <RulesElement name="Hunting Wolf Style" type="Feat" internal-id="ID_FMP_FEAT_1303" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class </Prereqs>
    <print-prereqs> Any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment crushing surge, deft strike, hit and run, and wolf pack tactics powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Crushing Surge" type="Power" Field="Hunting Wolf Style" value="While charging, you can use this exploit in place of a melee basic attack." />
      <modify name="Deft Strike" type="Power" Field="Hunting Wolf Style" value="If you chose not to move before the attack while using this exploit, you can move after the attack." />
      <modify name="Hit and Run" type="Power" Field="Hunting Wolf Style" value="If you move on the same turn after using this exploit, you do not provoke opportunity attacks from any enemy when you leave the first square adjacent to the target." />
      <modify name="Wolf Pack Tactics" type="Power" Field="Hunting Wolf Style" value="The ally you allow to shift can be within 2 squares of you, instead of adjacent to you or the target." />
    </rules>
You gain a benefit with any of the following powers you possess.
Crushing Surge (fighter): While charging, you can use this exploit in place of a melee basic attack.
Deft Strike (rogue): If you chose not to move before the attack while using this exploit, you can move after the attack.
Hit and Run (ranger): If you move on the same turn after using this exploit, you do not provoke opportunity attacks from any enemy when you leave the first square adjacent to the target.
Wolf Pack Tactics (warlord): The ally you allow to shift can be within 2 squares of you, instead of adjacent to you or the target.
   </RulesElement>
  <RulesElement name="Impending Doom Style" type="Feat" internal-id="ID_FMP_FEAT_1304" source="Dragon Magazine 373,Dragon Magazine Annual 2009" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class, trained in Intimidate </Prereqs>
    <print-prereqs> Any martial class, trained in Intimidate </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment brash assault, cleave, riposte strike, and twin strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Brash Assault" type="Power" Field="Impending Doom Style" value="If your ally gains a basic attack due to this exploit and hits the target, the target takes a -2 penalty to attack rolls until the end of your next turn." />
      <modify name="Cleave" type="Power" Field="Impending Doom Style" value="You mark any target you damage with this exploit." />
      <modify name="Riposte Strike" type="Power" Field="Impending Doom Style" value="If you hit with the riposte this exploit grants, the target takes a -2 penalty to attack rolls until the end of your next turn." />
      <modify name="Twin Strike" type="Power" Field="Impending Doom Style" value="If you hit with both attacks this exploit grants, one target takes a -2 penalty to attack rolls until the end of your next turn." />
    </rules>
You gain a benefit with any of the following powers you possess.
Brash Assault (warlord): If your ally gains a basic attack due to this exploit and hits the target, the target takes a -2 penalty to attack rolls until the end of your next turn.
Cleave (fighter): You mark any target you damage with this exploit.
Riposte Strike (rogue): If you hit with the riposte this exploit grants, the target takes a -2 penalty to attack rolls until the end of your next turn.
Twin Strike (ranger): If you hit with both attacks this exploit grants, one target takes a -2 penalty to attack rolls until the end of your next turn.
   </RulesElement>
  <RulesElement name="Lolthdark Style" type="Feat" internal-id="ID_FMP_FEAT_1305" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Drow, any martial class </Prereqs>
    <print-prereqs> Drow, any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment cleave, disheartening strike, twin strike, and wolf pack tactics powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Cleave" type="Power" Field="Lolthdark Style" value="If you hit a target within your cloud of darkness racial power with this exploit, all other enemies within the area of the cloud of darkness also take damage equal to your Strength modifier." />
      <modify name="Disheartening Strike" type="Power" Field="Lolthdark Style" value="If you hit a target within your cloud of darkness racial power with this exploit, all other enemies within the area of the cloud of darkness also suffer the effect of the rattling keyword." />
      <modify name="Twin Strike" type="Power" Field="Lolthdark Style" value="If you are within the area of your cloud of darkness racial power, and you move after using this exploit, the cloud of darkness moves with you." />
      <modify name="Wolf Pack Tactics" type="Power" Field="Lolthdark Style" value="If you use this exploit while you and the target are within the area of your cloud of darkness racial power, the ally you designate is immune to the effect of your cloud of darkness for its duration." />
    </rules>
You gain a benefit with any of the following powers you possess.
Cleave (fighter): If you hit a target within your cloud of darkness racial power with this exploit, all other enemies within the area of the cloud of darkness also take damage equal to your Strength modifier.
Disheartening Strike (rogue): If you hit a target within your cloud of darkness racial power with this exploit, all other enemies within the area of the cloud of darkness also suffer the effect of the rattling keyword.
Twin Strike (ranger): If you are within the area of your cloud of darkness racial power, and you move after using this exploit, the cloud of darkness moves with you.
Wolf Pack Tactics (warlord): If you use this exploit while you and the target are within the area of your cloud of darkness racial power, the ally you designate is immune to the effect of your cloud of darkness for its duration.
   </RulesElement>
  <RulesElement name="Precision Ambush Style" type="Feat" internal-id="ID_FMP_FEAT_1306" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class </Prereqs>
    <print-prereqs> Any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment disheartening strike, footwork lure, opening shove, and twin strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Disheartening Strike" type="Power" Field="Precision Ambush Style" value="If you hit with this exploit during a surprise round, the target grants combat advantage to you until the end of your next turn." />
      <modify name="Footwork Lure" type="Power" Field="Precision Ambush Style" value="While you charge during the surprise round, you can use this exploit in place of a melee basic attack." />
      <modify name="Opening Shove" type="Power" Field="Precision Ambush Style" value="While you charge during a surprise round, you can use this exploit in place of a melee basic attack." />
      <modify name="Twin Strike" type="Power" Field="Precision Ambush Style" value="If you hit with this exploit during a surprise round, you deal extra damage equal to your Strength modifier if you are making melee attacks, or your Dexterity modifier if you are making ranged attacks." />
    </rules>
You gain a benefit with any of the following powers you possess.
Disheartening Strike (rogue): If you hit with this exploit during a surprise round, the target grants combat advantage to you until the end of your next turn.
Footwork Lure (fighter): While you charge during the surprise round, you can use this exploit in place of a melee basic attack.
Opening Shove (warlord): While you charge during a surprise round, you can use this exploit in place of a melee basic attack.
Twin Strike (ranger): If you hit with this exploit during a surprise round, you deal extra damage equal to your Strength modifier if you are making melee attacks, or your Dexterity modifier if you are making ranged attacks.
   </RulesElement>
  <RulesElement name="Serpent Fang Style" type="Feat" internal-id="ID_FMP_FEAT_1307" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:51 PM">
    <Prereqs> Any martial class, trained in Thievery </Prereqs>
    <print-prereqs> Any martial class, trained in Thievery </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment careful attack, deft strike, sure strike, and viper's strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Careful Attack" type="Power" Field="Serpent Fang Style" value="If you hit with this exploit, you also gain a +2 bonus to the attack roll for any secondary poison attack." />
      <modify name="Deft Strike" type="Power" Field="Serpent Fang Style" value="Rather than moving 2 squares before the attack, you can apply a poison you possess to the weapon as a free action." />
      <modify name="Sure Strike" type="Power" Field="Serpent Fang Style" value="If you hit with this exploit, you also gain a +2 bonus to the attack roll for any secondary poison attack." />
      <modify name="Viper's Strike" type="Power" Field="Serpent Fang Style" value="If the target of your attack suffers from a poison effect and it shifts before the start of your next turn, the target also grants combat advantage to you and your allies until the start of your next turn." />
    </rules>
You gain a benefit with any of the following powers you possess.
Careful Attack (ranger): If you hit with this exploit, you also gain a +2 bonus to the attack roll for any secondary poison attack.
Deft Strike (rogue): Rather than moving 2 squares before the attack, you can apply a poison you possess to the weapon as a free action.
Sure Strike (fighter): If you hit with this exploit, you also gain a +2 bonus to the attack roll for any secondary poison attack.
Viper's Strike (warlord): If the target of your attack suffers from a poison effect and it shifts before the start of your next turn, the target also grants combat advantage to you and your allies until the start of your next turn.
   </RulesElement>
  <RulesElement name="Vigilante Justice Style" type="Feat" internal-id="ID_FMP_FEAT_1308" source="Dragon Magazine 373" revision-date="8/27/2010 12:18:52 PM">
    <Prereqs> Any martial class </Prereqs>
    <print-prereqs> Any martial class </print-prereqs>
    <specific name="Tier"> Heroic </specific>
    <specific name="Short Description"> Augment brash strike, circling strike, commander's strike, and riposte strike powers </specific>
    <specific name="Special" />
    <specific name="type" />
    <specific name="Associated Power Info" />
    <specific name="Associated Powers" />
    <rules>
      <modify name="Brash Strike" type="Power" Field="Vigilante Justice Style" value="If an adjacent enemy marked by you makes an attack that doesn't include you as a target, you can use this exploit in place of the melee basic attack that Combat Challenge allows." />
      <modify name="Circling Strike" type="Power" Field="Vigilante Justice Style" value="If an enemy hits you or your beast companion during that enemy's turn, you deal extra damage equal to your Wisdom modifier if you hit with this exploit during your next turn." />
      <modify name="Commander's Strike" type="Power" Field="Vigilante Justice Style" value="If, on its last turn, the target hit the ally you choose to benefit from this exploit, that ally has combat advantage against that target for the melee basic attack this exploit allows." />
      <modify name="Riposte Strike" type="Power" Field="Vigilante Justice Style" value="If you hit with this exploit, you can riposte if the target attacks you or any ally adjacent to you before the start of your next turn." />
    </rules>
You gain a benefit with any of the following powers you possess.
Brash Strike (fighter): If an adjacent enemy marked by you makes an attack that doesn't include you as a target, you can use this exploit in place of the melee basic attack that Combat Challenge allows.
Circling Strike (ranger): If an enemy hits you or your beast companion during that enemy's turn, you deal extra damage equal to your Wisdom modifier if you hit with this exploit during your next turn.
Commander's Strike (warlord): If, on its last turn, the target hit the ally you choose to benefit from this exploit, that ally has combat advantage against that target for the melee basic attack this exploit allows.
Riposte Strike (rogue): If you hit with this exploit, you can riposte if the target attacks you or any ally adjacent to you before the start of your next turn.
   </RulesElement>
  <!-- Enduring Body Typo - by 'Copy Editor' Drewjitsu -->
  <RulesElement name="Enduring Body" type="Power" internal-id="ID_FMP_POWER_13119" source="Psionic Power" revision-date="9/21/2010 2:10:29 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_743,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Prereqs> Talaric Ironjack </Prereqs>
    <Flavor> As combat takes its toll on you, the power of your mind protects your body from additional harm. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Talaric Ironjack Utility 12 </specific>
    <specific name="Keywords"> Healing, Psionic </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> You must be bloodied. </specific>
    <specific name="Effect"> Until the end of the encounter, while you are bloodied you have regeneration 5 and resist 5 to all damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_743 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <!-- Melee Training Display Fix (Greyhawk Fan) -->
  <RulesElement name="Melee Training (Constitution)" type="Feat" internal-id="ID_INTERNAL_FEAT_MELEE_TRAINING_(CONSTITUTION)" source="Player's Handbook 2">
    <Prereqs> ~MELEE-TRAINING </Prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_1016 </specific>
    <specific name="Short Description"> Use Con for MBAs but gain only 1/2 modifier to damage </specific>
    <specific name="Tier"> Heroic </specific>
    <rules>
      <textstring name="melee basic:key ability" value="HALF-DMG:Constitution*" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Constitution vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + half Constitution modifier damage. Increase damage to 2[W] + half Constitution modifier damage at 21st level." />
    </rules>
You can use Constitution in place of strength for the attack roll with melee basic attack, and half of its ability modifier in place of the strength modifier for the damage roll.
   </RulesElement>
  <RulesElement name="Melee Training (Dexterity)" type="Feat" internal-id="ID_INTERNAL_FEAT_MELEE_TRAINING_(DEXTERITY)" source="Player's Handbook 2">
    <Prereqs> ~MELEE-TRAINING </Prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_1016 </specific>
    <specific name="Short Description"> Use Dex for MBAs but gain only 1/2 modifier to damage </specific>
    <specific name="Tier"> Heroic </specific>
    <rules>
      <textstring name="melee basic:key ability" value="HALF-DMG:Dexterity*" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Dexterity vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + half Dexterity modifier damage. Increase damage to 2[W] + half Dexterity modifier damage at 21st level." />
    </rules>
You can use Dexterity in place of strength for the attack roll with melee basic attack, and half of its ability modifier in place of the strength modifier for the damage roll.
   </RulesElement>
  <RulesElement name="Melee Training (Intelligence)" type="Feat" internal-id="ID_INTERNAL_FEAT_MELEE_TRAINING_(INTELLIGENCE)" source="Player's Handbook 2">
    <Prereqs> ~MELEE-TRAINING </Prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_1016 </specific>
    <specific name="Short Description"> Use Int for MBAs but gain only 1/2 modifier to damage </specific>
    <specific name="Tier"> Heroic </specific>
    <rules>
      <textstring name="melee basic:key ability" value="HALF-DMG:Intelligence*" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Intelligence vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + half Intelligence modifier damage. Increase damage to 2[W] + half Intelligence modifier damage at 21st level." />
    </rules>
You can use Intelligence in place of strength for the attack roll with melee basic attack, and half of its ability modifier in place of the strength modifier for the damage roll.
   </RulesElement>
  <RulesElement name="Melee Training (Wisdom)" type="Feat" internal-id="ID_INTERNAL_FEAT_MELEE_TRAINING_(WISDOM)" source="Player's Handbook 2">
    <Prereqs> ~MELEE-TRAINING </Prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_1016 </specific>
    <specific name="Short Description"> Use Wis for MBAs but gain only 1/2 modifier to damage </specific>
    <specific name="Tier"> Heroic </specific>
    <rules>
      <textstring name="melee basic:key ability" value="HALF-DMG:Wisdom*" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Wisdom vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + half Wisdom modifier damage. Increase damage to 2[W] + half Wisdom modifier damage at 21st level." />
    </rules>
You can use Wisdom in place of strength for the attack roll with melee basic attack, and half of its ability modifier in place of the strength modifier for the damage roll.
   </RulesElement>
  <RulesElement name="Melee Training (Charisma)" type="Feat" internal-id="ID_INTERNAL_FEAT_MELEE_TRAINING_(CHARISMA)" source="Player's Handbook 2">
    <Prereqs> ~MELEE-TRAINING </Prereqs>
    <specific name="_SupportsID"> ID_FMP_FEAT_1016 </specific>
    <specific name="Short Description"> Use Cha for MBAs but gain only 1/2 modifier to damage </specific>
    <specific name="Tier"> Heroic </specific>
    <rules>
      <textstring name="melee basic:key ability" value="HALF-DMG:Charisma*" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Charisma vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + half Charisma modifier damage. Increase damage to 2[W] + half Charisma modifier damage at 21st level." />
    </rules>
You can use Charisma in place of strength for the attack roll with melee basic attack, and half of its ability modifier in place of the strength modifier for the damage roll.
   </RulesElement>
   
<RulesElement name="Webs of Darkness" type="Power" internal-id="ID_FMP_POWER_4790" source="Dragon Magazine 367" revision-date="8/27/2010 11:36:10 AM" >
      <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
      <Flavor> Inky tendrils of solidified darkness leap from your fingertip and bind your enemies. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Feat Power </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 3 </specific>
      <specific name="Target"> Each creature in blast </specific>
      <specific name="Attack"> Intelligence + 4 vs. Reflex, Wisdom + 4 vs. Reflex, or Charisma + 4 vs. Reflex
Increase to +6 bonus at 21st level </specific>
      <specific name="Hit"> Until the end of your next turn, the target is slowed and all creatures have concealment against the target. </specific>
      <specific name="_Associated Feats" />
   </RulesElement>
<!-- Improved Razor Storm fix, 29-July-2011 -->
<RulesElement name="Improved Razor Storm" type="Power" internal-id="ID_FMP_POWER_5600" source="Manual of the Planes" revision-date="8/27/2010 11:40:19 AM">
  <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
  <Flavor> Blades and spikes burst outward, impaling your foes and causing  ongoing pain. </Flavor>
  <specific name="Power Usage"> Encounter </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Feat Power </specific>
  <specific name="Keywords" />
  <specific name="Action Type"> Minor Action </specific>
  <specific name="Attack Type"> Close burst 2 </specific>
  <specific name="Targets"> Each creature in burst </specific>
  <specific name="Attack"> Strength + 2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity + 2 vs. Reflex </specific>
  <specific name="Hit"> 1d8 + Dexterity modifier damage, and ongoing 5 damage (save ends).
Increase to +4 bonus and 2d8 + Dexterity modifier damage, and ongoing 10 damage at 11th level, and to +6 bonus and 3d8 + Dexterity modifier damage, and ongoing 15 damage at 21st level.</specific>
  <specific name="Special"> When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. The choice remains throughout your character's life and does not change the power's other effects. </specific>
  <specific name="_Associated Feats" />
  <rules>
    <select type="Racial Trait" number="1" Category="Improved Razor Storm,Ability Choice">
Improved Razor Storm Key Ability
    </select>
    <grant name="ID_FMP_POWER_5600_LEVEL_11" type="Class Feature" Level="11" />
	<grant name="ID_FMP_POWER_5600_LEVEL_21" type="Class Feature" Level="21" />
  </rules>
</RulesElement>
<RulesElement name="Improved Razor Storm - Level 11 Fix" type="Class Feature" internal-id="ID_FMP_POWER_5600_LEVEL_11" source="Manual of the Planes" revision-date="7/29/2011 11:40:19 PM">
  <Category> 11 </Category>
  <specific name="Level"> 11 </specific>
  <specific name="Powers"> ID_FMP_POWER_5600 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
      <modify name="ID_FMP_POWER_5600" type="Power" Field="Attack" value="Strength + 4 vs. Reflex, Constitution + 4 vs. Reflex, or Dexterity + 4 vs. Reflex" />
      <modify name="ID_FMP_POWER_5600" type="Power" Field="Hit" value="2d8 + Dexterity modifier damage, and ongoing 10 damage (save ends)." />
  </rules>
</RulesElement>
<RulesElement name="Improved Razor Storm - Level 21 Fix" type="Class Feature" internal-id="ID_FMP_POWER_5600_LEVEL_21" source="Manual of the Planes" revision-date="7/29/2011 11:40:19 PM">
  <Category> 21 </Category>
  <specific name="Level"> 21 </specific>
  <specific name="Powers"> ID_FMP_POWER_5600 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
      <modify name="ID_FMP_POWER_5600" type="Power" Field="Attack" value="Strength + 6 vs. Reflex, Constitution + 6 vs. Reflex, or Dexterity + 6 vs. Reflex" />
      <modify name="ID_FMP_POWER_5600" type="Power" Field="Hit" value="3d8 + Dexterity modifier damage, and ongoing 15 damage (save ends)." />
  </rules>
</RulesElement>

<!-- Arena Fighting Feats Fix -->
<RulesElement name="Arena Specialist" type="Feat" internal-id="ID_FMP_FEAT_971" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:28 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Int 13, any martial class </Prereqs>
      <print-prereqs> Int 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment circling strike, disheartening strike, opening shove, and reaping strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Circling Strike" type="Power" Field="Arena Specialist" value="Before and after the attack with this exploit, your beast companion can shift 1 square." />
         <modify name="Disheartening Strike" type="Power" Field="Arena Specialist" value="If you hit with this exploit and are trained in Intimidate, one enemy adjacent to your target takes a -2 penalty to attack rolls until the end of your next turn." />
         <modify name="Opening Shove" type="Power" Field="Arena Specialist" value="If the ally shifts and ends its movement in a space adjacent to you or your target, that ally gains a +1 power bonus to AC until the end of your next turn." />
		 <modify name="Reaping Strike" type="Power" Field="Arena Specialist" value="If you miss with this exploit, you can deal damage to the target or one enemy adjacent to the target." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Circling Strike (Ranger): Before and after the attack with this exploit, your beast companion can shift 1 square.

Disheartening Strike (Rogue): If you hit with this exploit and are trained in Intimidate, one enemy adjacent to your target takes a -2 penalty to attack rolls until the end of your next turn.

Opening Shove (Warlord): If the ally shifts and ends its movement in a space adjacent to you or your target, that ally gains a +1 power bonus to AC until the end of your next turn.

Reaping Strike (Fighter): If you miss with this exploit, you can deal damage to the target or one enemy adjacent to the target.
   </RulesElement>
   <RulesElement name="Arkhosian High Style" type="Feat" internal-id="ID_FMP_FEAT_972" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:28 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Cha 13 or dragonborn race, any martial class </Prereqs>
      <print-prereqs> Cha 13 or dragonborn race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment commander's strike, piercing strike, and reaping strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Commander's Strike" type="Power" Field="Arkhosian High Style" value="If the ally hits, you can shift 1 square." />
         <modify name="Piercing Strike" type="Power" Field="Arkhosian High Style" value="If you score a critical hit with this exploit, the target takes a -2 penalty to AC until the end of your next turn." />
		 <modify name="Reaping Strike" type="Power" Field="Arkhosian High Style" value="If you are a dragonborn, in lieu of dealing damage on a miss, you can instead use your dragon breath racial power as a free action." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Commander&apos;s Strike (Warlord): If the ally hits, you can shift 1 square.

Piercing Strike (Rogue): If you score a critical hit with this exploit, the target takes a -2 penalty to AC until the end of your next turn.

Reaping Strike (Fighter): If you are a dragonborn, in lieu of dealing damage on a miss, you can instead use your dragon breath racial power as a free action.
   </RulesElement>
   <RulesElement name="Battle-Scarred Veteran" type="Feat" internal-id="ID_FMP_FEAT_973" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:28 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Con 13, any martial class </Prereqs>
      <print-prereqs> Con 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment crushing surge, deft strike, nimble strike, and viper's strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Crushing Surge" type="Power" Field="Battle-Scarred Veteran" value="If you have no temporary hit points when you use this exploit, you gain a +1 bonus to the attack roll." />
         <modify name="Deft Strike" type="Power" Field="Battle-Scarred Veteran" value="If you take damage from an opportunity attack provoked by the movement this exploit grants, reduce that damage by your Constitution modifier." />
         <modify name="Nimble Strike" type="Power" Field="Battle-Scarred Veteran" value="If you shift before the attack and you hit, you can also shift 1 square after the attack." />
		 <modify name="Viper's Strike" type="Power" Field="Battle-Scarred Veteran" value="If the target provokes an opportunity attack from your ally and that attack hits, it deals extra damage equal to your Constitution modifier." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Crushing Surge (Fighter): If you have no temporary hit points when you use this exploit, you gain a +1 bonus to the attack roll.

Deft Strike (Rogue): If you take damage from an opportunity attack provoked by the movement this exploit grants, reduce that damage by your Constitution modifier.

Nimble Strike (Ranger): If you shift before the attack and you hit, you can also shift 1 square after the attack.

Viper&apos;s Strike (Warlord): If the target provokes an opportunity attack from your ally and that attack hits, it deals extra damage equal to your Constitution modifier.
   </RulesElement>
   <RulesElement name="Binding Style" type="Feat" internal-id="ID_FMP_FEAT_974" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:28 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13, Two-Weapon Fighting, any martial class </Prereqs>
      <print-prereqs> Dex 13, Two-Weapon Fighting, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment dual strike and twin strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Dual Strike" type="Power" Field="Binding Style" value="While you wield a spear and a flail, if both attacks hit, you can immobilize the secondary target until the end of your next turn instead of dealing damage to it." />
         <modify name="Twin Strike" type="Power" Field="Binding Style" value="While you wield a spear and a flail, if you hit one creature with both attacks, you can slide that target 1 square." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Dual Strike (Fighter): While you wield a spear and a flail, if both attacks hit, you can immobilize the secondary target until the end of your next turn instead of dealing damage to it.

Twin Strike (Ranger): While you wield a spear and a flail, if you hit one creature with both attacks, you can slide that target 1 square.
   </RulesElement>
   <RulesElement name="Catspaw Style" type="Feat" internal-id="ID_FMP_FEAT_975" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:29 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Cha 13, any martial class </Prereqs>
      <print-prereqs> Cha 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment footwork lure, predator strike, sly flourish, and wolf pack tactics powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Footwork Lure" type="Power" Field="Catspaw Style" value="If you hit with this exploit, you can forgo shifting and instead slide the target 1 square to any space adjacent to you." />
         <modify name="Predator Strike" type="Power" Field="Catspaw Style" value="If your beast companion has combat advantage against the target, and you hit with this exploit, you knock the target prone." />
         <modify name="Sly Flourish" type="Power" Field="Catspaw Style" value="If you score a critical hit with this exploit, the next ally that hits the target before the end of your next turn deals extra damage equal to your Charisma modifier." />
		 <modify name="Wolf Pack Tactics" type="Power" Field="Catspaw Style" value="If you score a critical hit with this exploit, an ally adjacent to you or the target can shift 1 square." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Footwork Lure (Fighter): If you hit with this exploit, you can forgo shifting and instead slide the target 1 square to any space adjacent to you.

Predator Strike (Ranger): If your beast companion has combat advantage against the target, and you hit with this exploit, you knock the target prone.

Sly Flourish (Rogue): If you score a critical hit with this exploit, the next ally that hits the target before the end of your next turn deals extra damage equal to your Charisma modifier.

Wolf Pack Tactics (Warlord): If you score a critical hit with this exploit, an ally adjacent to you or the target can shift 1 square.
   </RulesElement>
   <RulesElement name="Daring Performer" type="Feat" internal-id="ID_FMP_FEAT_976" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:29 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Cha 13, any martial class </Prereqs>
      <print-prereqs> Cha 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment brash assault and deft strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Brash Assault" type="Power" Field="Daring Performer" value="Whenever the enemy&apos;s granted attack is a critical hit, your ally&apos;s successful granted basic attack is also a critical hit." />
         <modify name="Deft Strike" type="Power" Field="Daring Performer" value="You can choose not to move 2 squares before the attack to instead make a Bluff check to gain combat advantage against the target as a free action. You can still use Bluff in this way only once per encounter." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Brash Assault (Warlord): Whenever the enemy&apos;s granted attack is a critical hit, your ally&apos;s successful granted basic attack is also a critical hit.

Deft Strike (Rogue): You can choose not to move 2 squares before the attack to instead make a Bluff check to gain combat advantage against the target as a free action. You can still use Bluff in this way only once per encounter.
   </RulesElement>
   <RulesElement name="Deft Hurler Style" type="Feat" internal-id="ID_FMP_FEAT_977" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:29 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13 or halfling race, any martial class </Prereqs>
      <print-prereqs> Dex 13 or halfling race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment cleave, sly flourish, and twin strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Cleave" type="Power" Field="Deft Hurler Style" value="You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks." />
         <modify name="Sly Flourish" type="Power" Field="Deft Hurler Style" value="If you are a halfling and use second chance to change an attack from a hit to a miss, you can use this exploit to make a ranged attack as a free action." />
         <modify name="Twin Strike" type="Power" Field="Deft Hurler Style" value="If you are wielding two light thrown weapons and both attacks miss, you can shift 1 square after the attack." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Cleave (Fighter): You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.

Sly Flourish (Rogue): If you are a halfling and use second chance to change an attack from a hit to a miss, you can use this exploit to make a ranged attack as a free action.

Twin Strike (Ranger): If you are wielding two light thrown weapons and both attacks miss, you can shift 1 square after the attack.
   </RulesElement>
   <RulesElement name="Exotic Fighting Style" type="Feat" internal-id="ID_FMP_FEAT_978" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:29 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Any martial class, proficiency with a superior weapon </Prereqs>
      <print-prereqs> Any martial class, proficiency with a superior weapon </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment brash assault, disheartening strike, sure strike, and twin strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Brash Assault" type="Power" Field="Exotic Fighting Style" value="If you are wielding a superior weapon and you hit with this exploit, the target does not have combat advantage against you if it makes the granted basic attack." />
         <modify name="Disheartening Strike" type="Power" Field="Exotic Fighting Style" value="If you are wielding a superior weapon and hit with this exploit, you can push the target 1 square." />
         <modify name="Sure Strike" type="Power" Field="Exotic Fighting Style" value="If you are wielding a superior weapon and hit with this exploit, you can add the weapon&apos;s proficiency bonus to the damage roll." />
		 <modify name="Twin Strike" type="Power" Field="Exotic Fighting Style" value="If you are wielding a double weapon, you can shift 1 square after the first attack." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Brash Assault (Warlord): If you are wielding a superior weapon and you hit with this exploit, the target does not have combat advantage against you if it makes the granted basic attack.

Disheartening Strike (Rogue): If you are wielding a superior weapon and hit with this exploit, you can push the target 1 square.

Sure Strike (Fighter): If you are wielding a superior weapon and hit with this exploit, you can add the weapon&apos;s proficiency bonus to the damage roll.

Twin Strike (Ranger): If you are wielding a double weapon, you can shift 1 square after the first attack.
   </RulesElement>
   <RulesElement name="Expert Charioteer" type="Feat" internal-id="ID_FMP_FEAT_979" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:29 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13, any martial class </Prereqs>
      <print-prereqs> Dex 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment careful attack, commander's strike, and reaping strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Careful Attack" type="Power" Field="Expert Charioteer" value="If you are in a moving vehicle and you hit with this exploit, you gain cover against the next attack that targets you until the end of your next turn." />
         <modify name="Commander's Strike" type="Power" Field="Expert Charioteer" value="If you are in a moving vehicle, the ally can shift 1 square after the granted attack as a free action." />
         <modify name="Reaping Strike" type="Power" Field="Expert Charioteer" value="If you are in a moving vehicle and you hit with this exploit, you gain a bonus to the damage roll equal to your Dexterity modifier." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Careful Attack (Ranger): If you are in a moving vehicle and you hit with this exploit, you gain cover against the next attack that targets you until the end of your next turn.

Commander&apos;s Strike (Warlord): If you are in a moving vehicle, the ally can shift 1 square after the granted attack as a free action.

Reaping Strike (Fighter): If you are in a moving vehicle and you hit with this exploit, you gain a bonus to the damage roll equal to your Dexterity modifier.
   </RulesElement>
   <RulesElement name="Fluttering Leaf Style" type="Feat" internal-id="ID_FMP_FEAT_980" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:30 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Wis 13 or elf race, any martial class </Prereqs>
      <print-prereqs> Wis 13 or elf race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment deft strike, footwork lure, hit and run, nimble strike, and viper's strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Deft Strike" type="Power" Field="Fluttering Leaf Style" value="You can move 3 squares before the attack instead of 2." />
         <modify name="Footwork Lure" type="Power" Field="Fluttering Leaf Style" value="You can shift 2 squares instead of 1, but you must end the shift adjacent to the target." />
         <modify name="Hit and Run" type="Power" Field="Fluttering Leaf Style" value="If you move after the attack, you can move up to your speed + 2." />
		 <modify name="Nimble Strike" type="Power" Field="Fluttering Leaf Style" value="If you are an elf and you miss with this attack, and you use your elven accuracy racial power to reroll, you can add a +2 bonus to the reroll." />
		 <modify name="Viper's Strike" type="Power" Field="Fluttering Leaf Style" value="If the target shifts before the end of your next turn, you can also shift 1 square to a space adjacent to the target." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Deft Strike (Rogue): You can move 3 squares before the attack instead of 2.

Footwork Lure (Fighter): You can shift 2 squares instead of 1, but you must end the shift adjacent to the target.

Hit and Run (Ranger): If you move after the attack, you can move up to your speed + 2.

Nimble Strike (Ranger): If you are an elf and you miss with this attack, and you use your elven accuracy racial power to reroll, you can add a +2 bonus to the reroll.

Viper&apos;s Strike (Warlord): If the target shifts before the end of your next turn, you can also shift 1 square to a space adjacent to the target.
   </RulesElement>
   <RulesElement name="Grudge Style" type="Feat" internal-id="ID_FMP_FEAT_981" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:30 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Wis 13 or dwarf race, any martial class </Prereqs>
      <print-prereqs> Wis 13 or dwarf race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment careful attack, furious smash, riposte strike, and sure strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Careful Attack" type="Power" Field="Grudge Style" value="If the target dealt you damage since the end of your last turn, you deal extra damage with this exploit equal to your Wisdom modifier." />
         <modify name="Furious Smash" type="Power" Field="Grudge Style" value="If the target dealt you damage since the end of your last turn, you gain a +2 bonus to the attack roll with this exploit." />
         <modify name="Riposte Strike" type="Power" Field="Grudge Style" value="If you hit with the immediate interrupt attack this exploit grants, the target takes a -2 penalty to AC and Reflex defense until the end of your next turn." />
		 <modify name="Sure Strike" type="Power" Field="Grudge Style" value="If the target dealt you damage since the end of your last turn, you deal extra damage with this exploit equal to your Wisdom modifier." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Careful Attack (Ranger): If the target dealt you damage since the end of your last turn, you deal extra damage with this exploit equal to your Wisdom modifier.

Furious Smash (Warlord): If the target dealt you damage since the end of your last turn, you gain a +2 bonus to the attack roll with this exploit.

Riposte Strike (Rogue): If you hit with the immediate interrupt attack this exploit grants, the target takes a -2 penalty to AC and Reflex defense until the end of your next turn.

Sure Strike (Fighter): If the target dealt you damage since the end of your last turn, you deal extra damage with this exploit equal to your Wisdom modifier.
   </RulesElement>
   <RulesElement name="Hunting Spider Style" type="Feat" internal-id="ID_FMP_FEAT_982" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:30 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13 or drow race, any martial class </Prereqs>
      <print-prereqs> Dex 13 or drow race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment dual strike, predator strike, and viper's strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Dual Strike" type="Power" Field="Hunting Spider Style" value="Against a target that cannot see you, you can reroll one attack roll for this exploit, but you must use the second result." />
         <modify name="Predator Strike" type="Power" Field="Hunting Spider Style" value="If you and your beast companion are flanking the target, you can shift 1 square after the attack." />
         <modify name="Viper&apos;s Strike" type="Power" Field="Hunting Spider Style" value="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." />
      </rules>
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="Menacing Brute Style" type="Feat" internal-id="ID_FMP_FEAT_983" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:30 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Con 13 or Cha 13, any martial class </Prereqs>
      <print-prereqs> Con 13 or Cha 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment brash assault, brash strike, and circling strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Brash Assault" type="Power" Field="Menacing Brute Style" value="If the target makes a melee basic attack against you, it grants combat advantage to one ally within 5 squares until the end of your next turn." />
         <modify name="Brash Strike" type="Power" Field="Menacing Brute Style" value="If you hit with this exploit, the target also takes a -1 penalty to Will defense until the end of your next turn." />
         <modify name="Circling Strike" type="Power" Field="Menacing Brute Style" value="If you hit with this exploit and the target moves or shifts before the end of your next turn, your beast companion can shift 1 square as a free action." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Brash Assault (Warlord): If the target makes a melee basic attack against you, it grants combat advantage to one ally within 5 squares until the end of your next turn.

Brash Strike (Fighter): If you hit with this exploit, the target also takes a -1 penalty to Will defense until the end of your next turn.

Circling Strike (Ranger): If you hit with this exploit and the target moves or shifts before the end of your next turn, your beast companion can shift 1 square as a free action.
   </RulesElement>
   <RulesElement name="Mocking Knave Style" type="Feat" internal-id="ID_FMP_FEAT_984" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:30 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Cha 13, any martial class </Prereqs>
      <print-prereqs> Cha 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment opening shove, sly flourish, and tide of iron powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Opening Shove" type="Power" Field="Mocking Knave Style" value="If your ally scores a critical hit against the target with the granted melee basic attack, that ally can also push the target 1 square." />
		 <modify name="Sly Flourish" type="Power" Field="Mocking Knave Style" value="If you score a critical hit with this exploit, the target also takes penalty to attack rolls equal to one-half your Charisma modifier (minimum 1) until the end of your next turn." />
         <modify name="Tide of Iron" type="Power" Field="Mocking Knave Style" value="If you hit with this exploit, you can forgo pushing the target to instead pull one ally you can see 1 square and shift 1 square." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Opening Shove (Warlord): If your ally scores a critical hit against the target with the granted melee basic attack, that ally can also push the target 1 square.

Sly Flourish (Rogue): If you score a critical hit with this exploit, the target also takes penalty to attack rolls equal to one-half your Charisma modifier (minimum 1) until the end of your next turn.

Tide of Iron (Fighter): If you hit with this exploit, you can forgo pushing the target to instead pull one ally you can see 1 square and shift 1 square.
   </RulesElement>
   <RulesElement name="Nerathi Vanguard Style" type="Feat" internal-id="ID_FMP_FEAT_985" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:30 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Con 13 or human race, any martial class </Prereqs>
      <print-prereqs> Con 13 or human race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment commander's strike, riposte strike, sure strike, and twin strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Commander&apos;s Strike" type="Power" Field="Nerathi Vanguard Style" value="If you are wielding a shield when you use this exploit, one ally adjacent to you gains a +1 shield bonus to AC until the end of your next turn." />
         <modify name="Riposte Strike" type="Power" Field="Nerathi Vanguard Style" value="If the enemy attacks you before the start of your next turn, you can gain a +3 bonus to AC against that attack instead of taking the immediate interrupt attack this exploit grants." />
         <modify name="Sure Strike" type="Power" Field="Nerathi Vanguard Style" value="If you are wielding a shield and you hit with this exploit, you gain a +1 feat bonus to AC until the end of your next turn." />
		 <modify name="Twin Strike" type="Power" Field="Nerathi Vanguard Style" value="If you&apos;re wielding two melee weapons and both attacks miss, you gain a +2 shield bonus to AC against the target or targets of your attacks until the end of your next turn." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Commander&apos;s Strike (Warlord): If you are wielding a shield when you use this exploit, one ally adjacent to you gains a +1 shield bonus to AC until the end of your next turn.

Riposte Strike (Rogue): If the enemy attacks you before the start of your next turn, you can gain a +3 bonus to AC against that attack instead of taking the immediate interrupt attack this exploit grants.

Sure Strike (Fighter): If you are wielding a shield and you hit with this exploit, you gain a +1 feat bonus to AC until the end of your next turn.

Twin Strike (Ranger): If you&apos;re wielding two melee weapons and both attacks miss, you gain a +2 shield bonus to AC against the target or targets of your attacks until the end of your next turn.
   </RulesElement>
   <RulesElement name="Spear and Shield Style" type="Feat" internal-id="ID_FMP_FEAT_986" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:31 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Int 13, any martial class, proficiency with a shield </Prereqs>
      <print-prereqs> Int 13, any martial class, proficiency with a shield </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment opening shove and tide of iron powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Opening Shove" type="Power" Field="Spear and Shield Style" value="While armed with a spear and a shield, you can shift into the space the target vacated after your attack." />
         <modify name="Tide of Iron" type="Power" Field="Spear and Shield Style" value="While armed with a spear and a shield, your reach extends by 1 square for using this exploit." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Opening Shove (Warlord): While armed with a spear and a shield, you can shift into the space the target vacated after your attack.

Tide of Iron (Fighter): While armed with a spear and a shield, your reach extends by 1 square for using this exploit.
   </RulesElement>
   <RulesElement name="Spirited Rider" type="Feat" internal-id="ID_FMP_FEAT_987" source="Dragon Magazine Annual 2009" revision-date="8/27/2010 12:18:31 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Wis 13, Mounted Combat, any martial class </Prereqs>
      <print-prereqs> Wis 13, Mounted Combat, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment cleave and commander's strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Cleave" type="Power" Field="Spirited Rider" value="If you charge while mounted, you can use cleave in place of a melee basic attack." />
         <modify name="Commander&apos;s Strike" type="Power" Field="Spirited Rider" value="If you are mounted, your mount can make the melee basic attack this power grants. If that attack hits, the target is pushed 1 square." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Cleave (Fighter): If you charge while mounted, you can use cleave in place of a melee basic attack.

Commander&apos;s Strike (Warlord): If you are mounted, your mount can make the melee basic attack this power grants. If that attack hits, the target is pushed 1 square.
   </RulesElement>
   <RulesElement name="Starlight Duelist Style" type="Feat" internal-id="ID_FMP_FEAT_988" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:31 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13 or eladrin race, any martial class </Prereqs>
      <print-prereqs> Dex 13 or eladrin race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment dual strike, hit and run, and riposte strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Dual Strike" type="Power" Field="Starlight Duelist Style" value="If both attacks hit, you can shift 1 square to a square adjacent to either target." />
         <modify name="Hit and Run" type="Power" Field="Starlight Duelist Style" value="If you are an eladrin, you can use your fey step racial power, if it is available, as a free action after this attack." />
         <modify name="Riposte Strike" type="Power" Field="Starlight Duelist Style" value="If you are an eladrin, rather than make an attack as an immediate interrupt, you can use your fey step racial power, if it is available, as an immediate reaction." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Dual Strike (Fighter): If both attacks hit, you can shift 1 square to a square adjacent to either target.

Hit and Run (Ranger): If you are an eladrin, you can use your fey step racial power, if it is available, as a free action after this attack.

Riposte Strike (Rogue): If you are an eladrin, rather than make an attack as an immediate interrupt, you can use your fey step racial power, if it is available, as an immediate reaction.
   </RulesElement>
   <RulesElement name="Swift Blade Style" type="Feat" internal-id="ID_FMP_FEAT_989" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:31 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13, Two-Weapon Fighting, any martial class </Prereqs>
      <print-prereqs> Dex 13, Two-Weapon Fighting, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment dual strike and twin strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Dual Strike" type="Power" Field="Swift Blade Style" value="If both attacks hit and you are wielding a light blade in each hand, you gain a +2 feat bonus to attack rolls and damage rolls with opportunity attacks until the start of your next turn." />
         <modify name="Disheartening Strike" type="Power" Field="Swift Blade Style" value="If both attacks hit and you are wielding a light blade in each hand, you deal extra damage equal to your Dexterity modifier." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Dual Strike (Fighter): If both attacks hit and you are wielding a light blade in each hand, you gain a +2 feat bonus to attack rolls and damage rolls with opportunity attacks until the start of your next turn.

Twin Strike (Ranger): If both attacks hit and you are wielding a light blade in each hand, you deal extra damage equal to your Dexterity modifier.
   </RulesElement>
   <RulesElement name="Trickster&apos;s Blade Style" type="Feat" internal-id="ID_FMP_FEAT_990" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:31 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Cha 13, any martial class </Prereqs>
      <print-prereqs> Cha 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment deft strike, footwork lure, nimble strike, and viper's strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Deft Strike" type="Power" Field="Trickster&apos;s Blade Style" value="If you score a critical hit with this exploit, you can shift 1 square after the attack." />
         <modify name="Footwork Lure" type="Power" Field="Trickster&apos;s Blade Style" value="You can shift 1 square before the attack." />
         <modify name="Nimble Strike" type="Power" Field="Trickster&apos;s Blade Style" value="If you shift after the attack, one ally adjacent to you can shift 1 square as a free action. The ally&apos;s shift must end in a square adjacent to the target." />
		 <modify name="Viper&apos;s Strike" type="Power" Field="Trickster&apos;s Blade Style" value="If you have combat advantage against the target and hit with this exploit, one ally adjacent to you can shift 1 square." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Deft Strike (Rogue): If you score a critical hit with this exploit, you can shift 1 square after the attack.

Footwork Lure (Fighter): You can shift 1 square before the attack.

Nimble Strike (Ranger): If you shift after the attack, one ally adjacent to you can shift 1 square as a free action. The ally&apos;s shift must end in a square adjacent to the target.

Viper&apos;s Strike (Warlord): If you have combat advantage against the target and hit with this exploit, one ally adjacent to you can shift 1 square.
   </RulesElement>
   <RulesElement name="True Arrow Style" type="Feat" internal-id="ID_FMP_FEAT_991" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:31 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Dex 13, any martial class </Prereqs>
      <print-prereqs> Dex 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment careful attack and sly flourish powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Careful Attack" type="Power" Field="True Arrow Style" value="If you are wielding a ranged weapon and this attack misses, you can grant combat advantage to all enemies until the start of your next turn to make a ranged basic attack against the same target as a free action." />
         <modify name="Sly Flourish" type="Power" Field="True Arrow Style" value="With this exploit, you take no penalty to your attack roll for attacking targets at long range." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Careful Attack (Ranger): If you are wielding a ranged weapon and this attack misses, you can grant combat advantage to all enemies until the start of your next turn to make a ranged basic attack against the same target as a free action.

Sly Flourish (Rogue): With this exploit, you take no penalty to your attack roll for attacking targets at long range.
   </RulesElement>
   <RulesElement name="Turathi Assault Style" type="Feat" internal-id="ID_FMP_FEAT_992" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:32 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Int 13 or tiefling race, any martial class </Prereqs>
      <print-prereqs> Int 13 or tiefling race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment crushing surge, furious smash, and twin strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Crushing Surge" type="Power" Field="Turathi Assault Style" value="If you hit with this exploit, you gain a +1 feat bonus to Fortitude until the start of your next turn." />
         <modify name="Furious Smash" type="Power" Field="Turathi Assault Style" value="If you score a critical hit with this exploit, the target takes extra damage equal to your Constitution modifier and grants combat advantage to the next one of your allies to attack it." />
         <modify name="Twin Strike" type="Power" Field="Turathi Assault Style" value="If your first attack with this exploit hits, you gain a +1 feat bonus to the second attack&apos;s attack roll." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Crushing Surge (Fighter): If you hit with this exploit, you gain a +1 feat bonus to Fortitude until the start of your next turn.

Furious Smash (Warlord): If you score a critical hit with this exploit, the target takes extra damage equal to your Constitution modifier and grants combat advantage to the next one of your allies to attack it.

Twin Strike (Ranger): If your first attack with this exploit hits, you gain a +1 feat bonus to the second attack&apos;s attack roll.
   </RulesElement>
   <RulesElement name="Untamed Berserker Style" type="Feat" internal-id="ID_FMP_FEAT_993" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:32 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Con 13, any martial class </Prereqs>
      <print-prereqs> Con 13, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment brash assault, cleave, disheartening strike, and predator strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Brash Assault" type="Power" Field="Untamed Berserker Style" value="If your ally hits the target with the granted basic attack, you gain temporary hit points equal to your Constitution modifier." />
         <modify name="Cleave" type="Power" Field="Untamed Berserker Style" value="You can forgo dealing damage to an adjacent enemy to instead gain temporary hit points equal to your Constitution modifier." />
         <modify name="Disheartening Strike" type="Power" Field="Untamed Berserker Style" value="If you hit with this exploit, you can add your Strength modifier as a feat bonus to Intimidate checks until the end of the encounter." />
		 <modify name="Predator Strike" type="Power" Field="Untamed Berserker Style" value="Your beast companion can shift 1 square before the attack." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Brash Assault (Warlord): If your ally hits the target with the granted basic attack, you gain temporary hit points equal to your Constitution modifier.

Cleave (Fighter): You can forgo dealing damage to an adjacent enemy to instead gain temporary hit points equal to your Constitution modifier.

Disheartening Strike (Rogue): If you hit with this exploit, you can add your Strength modifier as a feat bonus to Intimidate checks until the end of the encounter.

Predator Strike (Ranger): Your beast companion can shift 1 square before the attack.
   </RulesElement>
   <RulesElement name="Warborn Fury Style" type="Feat" internal-id="ID_FMP_FEAT_994" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:32 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Con 13 or warforged race, any martial class </Prereqs>
      <print-prereqs> Con 13 or warforged race, any martial class </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment commander's strike, nimble strike, reaping strike, and riposte strike powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Commander&apos;s Strike" type="Power" Field="Warborn Fury Style" value="If your ally hits with the granted melee basic attack, one ally adjacent to the target can shift 1 square." />
         <modify name="Nimble Strike" type="Power" Field="Warborn Fury Style" value="If you forgo shifting before or after the attack, then if the target moves or shifts before the end of your next turn, you can shift 1 square as a free action." />
		 <modify name="Reaping Strike" type="Power" Field="Warborn Fury Style" value="If you&apos;re wielding a two-handed weapon and you miss with this exploit, you deal damage equal to your Strength modifier +2." />
		 <modify name="Riposte Strike" type="Power" Field="Warborn Fury Style" value="If you hit with the granted immediate interrupt attack, the target takes a -3 penalty to its attack roll with the triggering attack." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Commander&apos;s Strike (Warlord): If your ally hits with the granted melee basic attack, one ally adjacent to the target can shift 1 square.

Nimble Strike (Ranger): If you forgo shifting before or after the attack, then if the target moves or shifts before the end of your next turn, you can shift 1 square as a free action.

Reaping Strike (Fighter): If you&apos;re wielding a two-handed weapon and you miss with this exploit, you deal damage equal to your Strength modifier +2.

Riposte Strike (Rogue): If you hit with the granted immediate interrupt attack, the target takes a -3 penalty to its attack roll with the triggering attack.
   </RulesElement>
   <RulesElement name="Warding Shield Style" type="Feat" internal-id="ID_FMP_FEAT_995" source="Dragon Magazine Annual 2009,Dragon Magazine 368" revision-date="8/27/2010 12:18:32 PM" >
      <Category> ID_INTERNAL_CATEGORY_ARENA_FIGHTING </Category>
      <Prereqs> Int 13, any martial class, proficient with a shield </Prereqs>
      <print-prereqs> Int 13, any martial class, proficient with a shield </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Augment opening shove and tide of iron powers </specific>
      <specific name="Special" />
      <specific name="type"> Arena Fighting </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
         <modify name="Opening Shove" type="Power" Field="Warding Shield Style" value="If you are wielding a shield, you can add your shield bonus as a feat bonus to your attack roll." />
         <modify name="Tide of Iron" type="Power" Field="Warding Shield Style" value="If you hit with this exploit, an ally adjacent to the target gains a +1 shield bonus to AC until the end of your next turn or until the target leaves its square&#x2014;whichever comes first." />
      </rules>
You gain a benefit with any of the following exploits you possess.

Opening Shove (Warlord): If you are wielding a shield, you can add your shield bonus as a feat bonus to your attack roll.

Tide of Iron (Fighter): If you hit with this exploit, an ally adjacent to the target gains a +1 shield bonus to AC until the end of your next turn or until the target leaves its square—whichever comes first.
   </RulesElement>
   
<!-- Entilzha4's Claw Fighter Fix -->
   <RulesElement name="Claw Fighter" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2234" source="Martial Power 2" revision-date="8/5/2011 7:21:00 PM" >
      <Category> 11 </Category>
      <specific name="Short Description" />
      <specific name="Level"> 11 </specific>
      <rules>
         <statadd name="Claw Fighter Feature" value="+2" />
         <statadd name="Claw Fighter Feature" value="+2" requires="Epic Tier" />
         <statadd name="dagger,weapon:damage" value="+Claw Fighter Feature" />
         <statadd name="katar,weapon:damage" value="+Claw Fighter Feature" />
         <statadd name="kukri,weapon:damage" value="+Claw Fighter Feature" />
      </rules>
You gain a +2 bonus to damage rolls with weapon attacks that use a dagger, a katar, or a kukri. This bonus increases to +4 at 21st level.
   </RulesElement>

<!-- Skill Powers Fix (by Tivaan)-->
<!-- Updated all of the WotC Skill Powers to include all classes for Skill Power Choices  -->

<RulesElement name="Agile Recovery" type="Power" internal-id="ID_FMP_POWER_9295" source="Player's Handbook 3" revision-date="8/27/2010 11:48:30 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> With a quick leap, you are back on your feet and ready to act. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Acrobatics Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type" />
      <specific name="Effect"> You stand up. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Dodge Step" type="Power" internal-id="ID_FMP_POWER_9296" source="Player's Handbook 3" revision-date="8/27/2010 11:48:30 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> Relying on superior balance and agility, you move in the blink of an eye. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Acrobatics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> An enemy ends its turn adjacent to you </specific>
      <specific name="Effect"> You shift 1 square. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Rapid Escape" type="Power" internal-id="ID_FMP_POWER_9297" source="Player's Handbook 3" revision-date="8/27/2010 11:48:30 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> You suddenly slip from your enemy's grasp, leaving it briefly vulnerable to your attacks. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Acrobatics Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must be grabbed </specific>
      <specific name="Effect"> You make an Acrobatics check to escape. If the check succeeds and a creature was grabbing you, the creature grants combat advantage to you until the end of your turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Arcane Mutterings" type="Power" internal-id="ID_FMP_POWER_9298" source="Player's Handbook 3" revision-date="8/27/2010 11:48:30 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Arcana Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You would make a Bluff, a Diplomacy, or an Intimidate check </specific>
      <specific name="Effect"> You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Insightful Warning" type="Power" internal-id="ID_FMP_POWER_9299" source="Player's Handbook 3" revision-date="8/27/2010 11:48:30 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> As your foe unleashes its attack, you realize that you have read about this sort of danger and shout a warning to your friends. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Arcana Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> A creature you can see makes an attack roll for an area or a close attack that includes you as a target </specific>
      <specific name="Effect"> You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Elemental Countermeasures" type="Power" internal-id="ID_FMP_POWER_9300" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> As magical energy streaks toward you, you use your knowledge of that magic to counter some of it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Arcana Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You take acid, cold, fire, lightning, or thunder damage </specific>
      <specific name="Effect"> You make an Arcana check. The damage is reduced by the check result divided by 2. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Bounding Leap" type="Power" internal-id="ID_FMP_POWER_9301" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Athletics. </Prereqs>
      <Flavor> As you spring through the air, you tuck in your legs and arms, spinning to eke out a little extra distance. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Athletics Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance you jump can exceed your speed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics. </specific>
   </RulesElement>
   <RulesElement name="Scrambling Climb" type="Power" internal-id="ID_FMP_POWER_9302" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Athletics. </Prereqs>
      <Flavor> You use your forward momentum to help pull yourself upward. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Athletics Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You make an Athletics check to climb with a +5 power bonus. If the check succeeds, you climb a number of squares equal to 2 + your speed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics. </specific>
   </RulesElement>
   <RulesElement name="Mighty Sprint" type="Power" internal-id="ID_FMP_POWER_9303" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Athletics. </Prereqs>
      <Flavor> Your throw yourself forward at a breakneck pace, bounding over obstacles. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Athletics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics. </specific>
   </RulesElement>
   <RulesElement name="Battle Feint" type="Power" internal-id="ID_FMP_POWER_9304" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> Your sudden move causes the enemy to flinch, setting up your ally's next attack. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Bluff Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Effect"> You make a Bluff check opposed by the target's passive Insight check. If the check succeeds, one ally adjacent to you gains combat advantage against the target for that ally's next attack against it before the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Confusing Blather" type="Power" internal-id="ID_FMP_POWER_9305" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> You spew a stream of nonsense, leaving your enemies puzzled. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Bluff Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 1 </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Effect"> You make a Bluff check opposed by each target's passive Insight check. If the check succeeds against a target, that target cannot make opportunity attacks against you until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Improvisational Arcana" type="Power" internal-id="ID_FMP_POWER_9306" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> As you perform a ritual, you intersperse made-up words and improvise components, using odds and ends at hand. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Bluff Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are performing a ritual of one-half your level or lower </specific>
      <specific name="Effect"> You expend only half of the ritual's gold piece component cost (any focus item must still meet the minimum cost), although you cannot use this power to reduce the component cost of the rituals Brew Potion and Enchant Magic Item. You can also make a Bluff check in place of any skill check the ritual requires. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Soothing Words" type="Power" internal-id="ID_FMP_POWER_9307" source="Player's Handbook 3" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_STANDARD_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> The battle done, your allies turn to you for words of encouragement and support. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Diplomacy Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Requirement"> You must be taking a short rest </specific>
      <specific name="Target"> Each ally who can hear you in burst </specific>
      <specific name="Effect"> When each target spends one or more healing surges at the end of the short rest, he or she regains additional hit points equal to your Charisma modifier. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Haggle" type="Power" internal-id="ID_FMP_POWER_9309" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> You are a practiced negotiator, sometimes able to turn a slip of the tongue to your advantage. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Diplomacy Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You make a Diplomacy check and dislike the result </specific>
      <specific name="Effect"> You reroll the Diplomacy check and use either result. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Cry for Mercy" type="Power" internal-id="ID_FMP_POWER_9310" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> With pleading words and gestures, you discourage your enemies from striking down the wounded. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Diplomacy Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Target"> You or one ally in burst; the target must be bloodied </specific>
      <specific name="Effect"> Until the end of your next turn or until the target is no longer bloodied, the target's movement does not provoke opportunity attacks, and the target gains a +4 power bonus to all defenses. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Otherworldly Lore" type="Power" internal-id="ID_FMP_POWER_9311" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Dungeoneering. </Prereqs>
      <Flavor> Something about the aberrant horror's movements strikes a chord; you know just how to fight it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_7 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Dungeoneering Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Target"> One aberrant creature you can see in burst </specific>
      <specific name="Effect"> You make a Dungeoneering monster knowledge check to determine the target's resistances and vulnerabilities. If the check succeeds, you or one ally who can hear you gains a +4 power bonus to his or her next attack roll against the target before the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Dungeoneering. </specific>
   </RulesElement>
   <RulesElement name="Eyes of the Deep Delver" type="Power" internal-id="ID_FMP_POWER_9312" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Dungeoneering. </Prereqs>
      <Flavor> Long hours of working in dimness allow you to focus your senses for a moment to see in utter darkness. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_7 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Dungeoneering Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You gain blindsight 10 until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Dungeoneering. </specific>
   </RulesElement>
   <RulesElement name="Trap Sense" type="Power" internal-id="ID_FMP_POWER_9313" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Dungeoneering. </Prereqs>
      <Flavor> As the trap springs, your experience in dealing with such hazards lets you step aside and leave a foe at the trap's mercy. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_7 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Dungeoneering Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> A trap or a hazard makes a melee or a ranged attack roll against you </specific>
      <specific name="Effect"> You gain a +4 power bonus to all defenses against the attack. If the attack misses you, the trap repeats the attack as a free action against an enemy adjacent to you. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Dungeoneering. </specific>
   </RulesElement>
   <RulesElement name="Endure Pain" type="Power" internal-id="ID_FMP_POWER_9314" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> You grin and bear it, shrugging off the pain of a new wound. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Endurance Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are hit by an attack </specific>
      <specific name="Effect"> Until the end of your next turn, you gain resistance to all damage equal to 5 + your Constitution modifier. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Inspiring Fortitude" type="Power" internal-id="ID_FMP_POWER_9315" source="Player's Handbook 3" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_STANDARD_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> Inspired by your resilience, your allies find the will to overcome challenges. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Endurance Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Requirement"> Your second wind must be available for you to use </specific>
      <specific name="Target"> Each ally in burst </specific>
      <specific name="Effect"> You use your second wind, and each target gains temporary hit points equal to 10 + your Constitution modifier. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Divine Regeneration - Chosen" type="Power" internal-id="ID_FMP_POWER_9316" source="Forgotten Realms Player's Guide" revision-date="8/27/2010 11:48:33 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_EPIC_DESTINY_146,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MINOR_ACTION,26 </Category>
      <Prereqs> Chosen </Prereqs>
      <Flavor> You ignite the divine spark that glows within you, unleashing a wave of regenerating energy for a short time. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Chosen Utility 26 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You gain regeneration equal to your highest ability score until the end of the encounter. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_EPIC_DESTINY_146 </specific>
      <specific name="Level"> 26 </specific>
      <specific name="Power Type"> Utility </specific>
   </RulesElement>
   <RulesElement name="Diehard" type="Power" internal-id="ID_FMP_POWER_9317" source="Player's Handbook 3" revision-date="8/27/2010 11:48:33 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> Though blood pours from a dozen wounds, you refuse to lie down and die. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Endurance Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You drop to 0 hit points or fewer </specific>
      <specific name="Effect"> Until you aren't dying or until the end of the encounter, the dying condition doesn't cause you to fall unconscious, but you are dazed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Healer's Gift" type="Power" internal-id="ID_FMP_POWER_9318" source="Player's Handbook 3" revision-date="8/27/2010 11:48:33 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_STANDARD_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Heal. </Prereqs>
      <Flavor> You tend to a fallen comrade and stave off death's touch. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_9 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Heal Utility 2 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One dying creature </specific>
      <specific name="Effect"> The target can spend a healing surge. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Heal. </specific>
   </RulesElement>
   <RulesElement name="Swift Recovery" type="Power" internal-id="ID_FMP_POWER_9319" source="Player's Handbook 3" revision-date="8/27/2010 11:48:33 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Heal. </Prereqs>
      <Flavor> You address a companion's most critical wounds to get him or her back into the battle. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_9 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Heal Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One ally </specific>
      <specific name="Effect"> The target can use his or her second wind without taking an action to do so. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Heal. </specific>
   </RulesElement>
   <RulesElement name="Time Out" type="Power" internal-id="ID_FMP_POWER_9320" source="Player's Handbook 3" revision-date="8/27/2010 11:48:33 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Heal. </Prereqs>
      <Flavor> You grant your comrade a moment of respite. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_9 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Heal Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One ally </specific>
      <specific name="Effect"> The target regains the use of second wind if he or she has already used it during this encounter. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Heal. </specific>
   </RulesElement>
   <RulesElement name="Historical Revelation" type="Power" internal-id="ID_FMP_POWER_9321" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in History. </Prereqs>
      <Flavor> When your ally struggles to recall an important fact, you supply a story to nudge him or her onto the right path. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_11 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> History Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Trigger"> An ally within 5 squares of you makes a knowledge check and dislikes the result </specific>
      <specific name="Target"> The triggering ally in burst </specific>
      <specific name="Effect"> The target rerolls the knowledge check and uses either result. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in History. </specific>
   </RulesElement>
   <RulesElement name="Tactician's Measure" type="Power" internal-id="ID_FMP_POWER_9322" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in History. </Prereqs>
      <Flavor> The enemies' movements are similar to those used in a skirmish you once studied. You use knowledge of it to outmaneuver a foe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_11 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> History Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Trigger"> An enemy enters a square adjacent to you or to an ally adjacent to you </specific>
      <specific name="Target"> You or the ally </specific>
      <specific name="Effect"> The target shifts 1 square and gains a +2 bonus to all defenses until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in History. </specific>
   </RulesElement>
   <RulesElement name="Anticipate Maneuver" type="Power" internal-id="ID_FMP_POWER_9323" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Insight. </Prereqs>
      <Flavor> You read your opponent like an open book and outsmart it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_13 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Insight Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Effect"> You make an Insight check opposed by a Bluff check that the target makes as a free action. If your check succeeds, the target grants combat advantage to you until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Insight. </specific>
   </RulesElement>
   <RulesElement name="Prescient Maneuver" type="Power" internal-id="ID_FMP_POWER_9324" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Insight. </Prereqs>
      <Flavor> Your enemy moves, and you match its steps with a countermove. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_13 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Insight Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> An enemy within 5 squares of you moves willingly </specific>
      <specific name="Effect"> You shift a number of squares equal to one-half your speed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Insight. </specific>
   </RulesElement>
   <RulesElement name="Insightful Comment" type="Power" internal-id="ID_FMP_POWER_9325" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Insight. </Prereqs>
      <Flavor> You assess the situation and offer words of advice that guide the conversation in a fruitful direction. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_13 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Insight Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Target"> You and each ally in burst </specific>
      <specific name="Effect"> Until the end of your next turn, each target gains a bonus to Bluff checks, Diplomacy checks, and Intimidate checks equal to your Wisdom modifier. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Insight. </specific>
   </RulesElement>
   <RulesElement name="Ominous Threat" type="Power" internal-id="ID_FMP_POWER_9326" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Intimidate. </Prereqs>
      <Flavor> You draw your enemy's attention to rest squarely on you. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_14 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Intimidate Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Trigger"> You hit an enemy with a melee attack </specific>
      <specific name="Target"> The enemy you hit </specific>
      <specific name="Effect"> You mark the target until the end of your next turn. In addition, one ally marked by the target is no longer marked. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Intimidate. </specific>
   </RulesElement>
   <RulesElement name="Demoralize Foe" type="Power" internal-id="ID_FMP_POWER_9327" source="Player's Handbook 3" revision-date="8/27/2010 11:48:34 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_FREE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Intimidate. </Prereqs>
      <Flavor> You spit an ugly threat at your adversary, making it think twice before it attacks you. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_14 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Intimidate Utility 6 </specific>
      <specific name="Keywords"> Fear </specific>
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Trigger"> You hit an enemy with a melee attack </specific>
      <specific name="Target"> The enemy you hit </specific>
      <specific name="Effect"> The target takes a -2 penalty to attack rolls against you until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Intimidate. </specific>
   </RulesElement>
   <RulesElement name="Snap Out of It" type="Power" internal-id="ID_FMP_POWER_9328" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Intimidate. </Prereqs>
      <Flavor> A smack across the face brings your ally back to his or her senses. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_14 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Intimidate Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee touch </specific>
      <specific name="Target"> One ally subject to a dazing, dominating, or stunning effect that a save can end </specific>
      <specific name="Effect"> The target makes a saving throw against the effect. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Intimidate. </specific>
   </RulesElement>
   <RulesElement name="Nature Sense" type="Power" internal-id="ID_FMP_POWER_9329" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Nature. </Prereqs>
      <Flavor> The forest is quiet . . . too quiet. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_16 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Nature Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You would make an initiative check in a natural environment </specific>
      <specific name="Effect"> You make a Nature check in place of your initiative check. In addition, you and your allies gain a +4 bonus to all defenses until the end of the first round of the encounter. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Nature. </specific>
   </RulesElement>
   <RulesElement name="Practiced Rider" type="Power" internal-id="ID_FMP_POWER_9330" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Nature. </Prereqs>
      <Flavor> So familiar are you with the saddle, you can spring to or from your mount in a flash. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_16 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Nature Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You mount or dismount a willing, adjacent creature that has the mount keyword. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Nature. </specific>
   </RulesElement>
   <RulesElement name="Spot the Path" type="Power" internal-id="ID_FMP_POWER_9331" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Nature. </Prereqs>
      <Flavor> Having walked miles of broken trails, you know how to find the safest way through the most treacherous terrain. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_16 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Nature Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Target"> You and each ally in burst </specific>
      <specific name="Effect"> : Each target ignores difficult terrain until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Nature. </specific>
   </RulesElement>
   <RulesElement name="Far Sight" type="Power" internal-id="ID_FMP_POWER_9332" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Perception. </Prereqs>
      <Flavor> You focus your senses to pick out enemies at the edge of your vision. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_17 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Perception Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> Until the end of your next turn, your ranged weapon attack rolls take no penalty from long range, and they ignore cover and concealment, but not superior cover or total concealment. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Perception. </specific>
   </RulesElement>
   <RulesElement name="Guided Shot" type="Power" internal-id="ID_FMP_POWER_9333" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Perception. </Prereqs>
      <Flavor> You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_17 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Perception Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Close burst 10 </specific>
      <specific name="Trigger"> An ally within 10 squares of you misses with an attack against AC </specific>
      <specific name="Target"> The triggering ally in burst </specific>
      <specific name="Effect"> The target's attack is made against Reflex instead of AC. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Perception. </specific>
   </RulesElement>
   <RulesElement name="Uncanny Instincts" type="Power" internal-id="ID_FMP_POWER_9334" source="Player's Handbook 3" revision-date="8/27/2010 11:48:35 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Perception. </Prereqs>
      <Flavor> Your keen senses guide your and your friend's reactions. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_17 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Perception Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Trigger"> You roll initiative and dislike the result </specific>
      <specific name="Target"> You and one ally in burst </specific>
      <specific name="Effect"> The targets use your passive Perception check in place of their initiative checks. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Perception. </specific>
   </RulesElement>
   <RulesElement name="Faith Healing" type="Power" internal-id="ID_FMP_POWER_9335" source="Player's Handbook 3" revision-date="8/27/2010 11:48:36 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_STANDARD_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Religion. </Prereqs>
      <Flavor> Your prayers help an ally recover from injury. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_18 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Religion Utility 2 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee touch </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Effect"> The target can spend a healing surge. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Religion. </specific>
   </RulesElement>
   <RulesElement name="Theologian's Shield" type="Power" internal-id="ID_FMP_POWER_9336" source="Player's Handbook 3" revision-date="8/27/2010 11:48:36 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Religion. </Prereqs>
      <Flavor> Calling on lore culled from sacred texts, you know how to protect yourself from your enemy's attack. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_18 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Religion Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are hit by a necrotic or a radiant attack </specific>
      <specific name="Effect"> Until the end of your next turn, you gain necrotic resistance and radiant resistance equal to 5 + your Intelligence modifier. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Religion. </specific>
   </RulesElement>
   <RulesElement name="Conviction" type="Power" internal-id="ID_FMP_POWER_9337" source="Player's Handbook 3" revision-date="8/27/2010 11:48:36 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Religion. </Prereqs>
      <Flavor> You whisper a prayer for aid to overcome hardship. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_18 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Religion Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You gain a +5 bonus to the next saving throw you make before the start of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Religion. </specific>
   </RulesElement>
   <RulesElement name="Obscured Avoidance" type="Power" internal-id="ID_FMP_POWER_9338" source="Player's Handbook 3" revision-date="8/27/2010 11:48:36 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Stealth. </Prereqs>
      <Flavor> Although your enemy's attention is on you, its inability to see you clearly can keep you out of harm's way. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_20 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Stealth Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must be marked and have concealment from the creature that marked you </specific>
      <specific name="Effect"> The marked condition ends on you. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Stealth. </specific>
   </RulesElement>
   <RulesElement name="Concealed Shift" type="Power" internal-id="ID_FMP_POWER_9339" source="Player's Handbook 3" revision-date="8/27/2010 11:48:36 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Stealth. </Prereqs>
      <Flavor> Your enemy misjudges your position, giving you a chance to duck out of the way. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_20 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Stealth Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> An enemy misses you with a melee or a ranged attack while you have concealment or cover from it </specific>
      <specific name="Effect"> You shift 1 square. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Stealth. </specific>
   </RulesElement>
   <RulesElement name="Crowd Cover" type="Power" internal-id="ID_FMP_POWER_9340" source="Player's Handbook 3" revision-date="8/27/2010 11:48:36 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Stealth. </Prereqs>
      <Flavor> You keep your enemies between you and their companion, using them as a shield. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_20 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Stealth Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> An enemy makes a ranged attack roll against you </specific>
      <specific name="Effect"> Enemies adjacent to you and in the attack's way grant cover to you against the attack. If the attack misses, the attacker rerolls it against one enemy that granted cover to you against it. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Stealth. </specific>
   </RulesElement>
   <RulesElement name="City Rat" type="Power" internal-id="ID_FMP_POWER_9341" source="Player's Handbook 3" revision-date="8/27/2010 11:48:37 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Streetwise. </Prereqs>
      <Flavor> Like a rat, you are particularly skilled at using the environment, as well as your companions, to stay out of sight. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_21 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Streetwise Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You end a move action and have cover against at least one creature </specific>
      <specific name="Effect"> You make a Streetwise check in place of a Stealth check to become hidden from any creature against which you have cover. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Streetwise. </specific>
   </RulesElement>
   <RulesElement name="Slow Pursuit" type="Power" internal-id="ID_FMP_POWER_9342" source="Player's Handbook 3" revision-date="8/27/2010 11:48:37 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Streetwise. </Prereqs>
      <Flavor> You knock over obstacles, take difficult paths, drop rubbish, and do anything else you can think of to slow your enemies' pursuit. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_21 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Streetwise Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must be in an urban environment </specific>
      <specific name="Effect"> You move your speed. At one point during the movement, you create an area of difficult terrain in a close blast 3. The difficult terrain lasts until the end of the encounter. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Streetwise. </specific>
   </RulesElement>
   <RulesElement name="Navigate Crowds" type="Power" internal-id="ID_FMP_POWER_9343" source="Player's Handbook 3" revision-date="8/27/2010 11:48:37 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Streetwise. </Prereqs>
      <Flavor> A life spent in the city trained you to maneuver through crowds. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_21 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Streetwise Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You shift your speed. During this movement, you can move through enemies' spaces. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Streetwise. </specific>
   </RulesElement>
   <RulesElement name="Fast Hands" type="Power" internal-id="ID_FMP_POWER_9344" source="Player's Handbook 3" revision-date="8/27/2010 11:48:37 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Thievery. </Prereqs>
      <Flavor> Your fingers blur as you manipulate objects faster than the eye can follow. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_23 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Thievery Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item </specific>
      <specific name="Special"> You can use this power only once per round. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Thievery. </specific>
   </RulesElement>
   <RulesElement name="Stolen Defense" type="Power" internal-id="ID_FMP_POWER_9345" source="Player's Handbook 3" revision-date="8/27/2010 11:48:37 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Thievery. </Prereqs>
      <Flavor> You make a move toward your foe, leading it to believe you just robbed it and giving your ally a chance to get the jump on it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_23 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Thievery Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee touch </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Effect"> You make a Thievery check opposed by the target's passive Perception check. If your check succeeds, the next ally who attacks the target before the end of your next turn gains combat advantage against it for that attack. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Thievery. </specific>
   </RulesElement>
   <RulesElement name="Disruptive Stunt" type="Power" internal-id="ID_FMP_POWER_9346" source="Player's Handbook 3" revision-date="8/27/2010 11:48:37 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Thievery. </Prereqs>
      <Flavor> With a flurry of taps, shoves, and nudges, you push past your foe, leaving it flustered. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_23 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Thievery Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Effect"> You move your speed through the target's space to a square adjacent to it. This movement does not provoke an opportunity attack from the target. In addition, the target takes a -2 penalty to attack rolls until the start of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Thievery. </specific>
   </RulesElement>
   <RulesElement name="Graceful Maneuver" type="Power" internal-id="ID_FMP_POWER_11527" source="Player's Handbook 3" revision-date="8/27/2010 12:00:33 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> You dodge past your enemies with speed and grace. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Acrobatics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You shift half your speed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Perfect Balance" type="Power" internal-id="ID_FMP_POWER_11528" source="Player's Handbook 3" revision-date="8/27/2010 12:00:33 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> No matter how narrow the path, you have the balance and coordination needed to walk it. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Acrobatics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You move your speed - 2. During this movement, you ignore difficult terrain, and you can move across any horizontal surface that is at least 3 inches wide without making an Acrobatics check. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Tumbling Dodge" type="Power" internal-id="ID_FMP_POWER_11529" source="Player's Handbook 3" revision-date="8/27/2010 12:00:33 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> You deftly tumble away from a strike. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Acrobatics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> A melee attack hits you </specific>
      <specific name="Effect"> You make an Acrobatics check and gain a bonus to all defenses against the triggering attack equal to the check result divided by 10. If the bonus causes the attack to miss, you shift 1 square. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Drop and Roll" type="Power" internal-id="ID_FMP_POWER_11530" source="Player's Handbook 3" revision-date="8/27/2010 12:00:33 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> You fall off a ledge, but your training allows you to dash forward after landing safely. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Acrobatics Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You fall and take no damage </specific>
      <specific name="Effect"> You shift 3 squares. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Reflexive Dodge" type="Power" internal-id="ID_FMP_POWER_11531" source="Player's Handbook 3" revision-date="8/27/2010 12:00:33 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Acrobatics. </Prereqs>
      <Flavor> As the attack explodes toward you, your reflexes allow you to remain one step ahead of it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_1 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Acrobatics Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> An area or a close attack hits you </specific>
      <specific name="Effect"> You make an Acrobatics check and reduce the damage you take from the triggering attack by half the check result. You then shift half your speed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Acrobatics. </specific>
   </RulesElement>
   <RulesElement name="Arcane Senses" type="Power" internal-id="ID_FMP_POWER_11532" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> You refocus your eyes to see magic energy invisible to the untrained eye, learning how many magical creatures are nearby. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Arcana Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You make an Arcana check and learn the number of elemental, fey, and shadow creatures that are within a number of squares of you equal to the check result. You don't learn the creatures' locations, but you do learn separate counts for each type. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Experienced Arcana" type="Power" internal-id="ID_FMP_POWER_11533" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> You have discovered how to perform your magic rituals with fewer alchemical reagents than other magicians require. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Arcana Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are performing an Arcana ritual of one-half your level or lower </specific>
      <specific name="Effect"> You expend only half of the ritual's gold piece component cost (any focus item must still meet the minimum cost), although you cannot use this power to reduce the component cost of the rituals Brew Potion and Enchant Magic Item. If you make an Arcana check as part of the ritual and dislike the result, you can reroll the check with a +4 power bonus and use either result. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Sudden Leap (Skill Power)" type="Power" internal-id="ID_FMP_POWER_11534" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MOVE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Athletics. </Prereqs>
      <Flavor> You spring around your enemy too quickly for it to strike you. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Athletics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Effect"> You make an Athletics check against a DC determined by the target's size: 15 (Medium or smaller), 20 (Large), 25 (Huge), or 30 (Gargantuan). If the check succeeds, you jump to another square adjacent to the target, without provoking an opportunity attack from it. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics. </specific>
   </RulesElement>
   <RulesElement name="Incredible Stride" type="Power" internal-id="ID_FMP_POWER_11535" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Athletics. </Prereqs>
      <Flavor> You move with amazing swiftness. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Athletics Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> Until the stance ends, you gain a +4 power bonus to speed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics. </specific>
   </RulesElement>
   <RulesElement name="False Bravado" type="Power" internal-id="ID_FMP_POWER_11536" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> Your apparent courage makes your enemy think twice about pressing its attack. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Bluff Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must be marked. </specific>
      <specific name="Effect"> You are no longer marked. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Dirty Tricks" type="Power" internal-id="ID_FMP_POWER_11537" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> Using trickery, you create opportunities to evade capture. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Bluff Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You make a Bluff check opposed by an adjacent enemy's passive Insight check. If the check succeeds, you move 1 square and don't provoke an opportunity attack from that enemy. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Fast Talk" type="Power" internal-id="ID_FMP_POWER_11538" source="Player's Handbook 3" revision-date="8/27/2010 12:00:34 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> During a negotiation, your misstep becomes an opportunity to find your opponent's weakness. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Bluff Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You make a Bluff, a Diplomacy, or an Intimidate check and dislike the result </specific>
      <specific name="Effect"> You make a Bluff check and use either result. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Stall Tactics" type="Power" internal-id="ID_FMP_POWER_11539" source="Player's Handbook 3" revision-date="8/27/2010 12:00:35 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Bluff. </Prereqs>
      <Flavor> Your fast talking causes your enemies to hesitate for a crucial moment. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_3 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Bluff Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Ranged sight </specific>
      <specific name="Trigger"> You roll initiative </specific>
      <specific name="Target"> Each enemy you can see </specific>
      <specific name="Effect"> Each target's initiative is reduced by 10. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Bluff. </specific>
   </RulesElement>
   <RulesElement name="Stirring Speech" type="Power" internal-id="ID_FMP_POWER_11540" source="Player's Handbook 3" revision-date="8/27/2010 12:00:35 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> Reciting your allies' great deeds and talents, you fill them with the confidence they need to win a battle ahead. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Diplomacy Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Requirement"> You must be taking a short rest. </specific>
      <specific name="Target"> Each ally who can hear you in burst </specific>
      <specific name="Effect"> Until the end of the next encounter, each target gains a +1 bonus to attack rolls and saving throws while not bloodied. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Befriend" type="Power" internal-id="ID_FMP_POWER_11541" source="Player's Handbook 3" revision-date="8/27/2010 12:00:35 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> You know the right things to say to make people like you. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Diplomacy Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Ranged 5 </specific>
      <specific name="Target"> One nonhostile creature that has Intelligence 5 or higher </specific>
      <specific name="Effect"> Until the end of the encounter, you gain a +5 power bonus to Bluff checks and Diplomacy checks against the target. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Noble Sacrifice" type="Power" internal-id="ID_FMP_POWER_11542" source="Player's Handbook 3" revision-date="8/27/2010 12:00:35 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_6,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> You demand that an enemy face you to distract it from your wounded friend, who is inspired by your sacrifice. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Diplomacy Utility 10 </specific>
      <specific name="Keywords"> Charm </specific>
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Close burst 3 </specific>
      <specific name="Trigger"> An enemy within 3 squares of you makes a melee attack roll against your bloodied ally adjacent to you </specific>
      <specific name="Target"> The triggering enemy </specific>
      <specific name="Effect"> The target's attack roll is against you instead of the bloodied ally. If the attack hits you, the ally gains temporary hit points equal to your Charisma modifier. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Indomitable Ally" type="Power" internal-id="ID_FMP_POWER_11543" source="Player's Handbook 3" revision-date="8/27/2010 12:00:35 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Diplomacy. </Prereqs>
      <Flavor> When you are near, your allies refuse to give up. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_6 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Diplomacy Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Trigger"> An ally within 5 squares of you is reduced to 0 hit points or fewer by an attack </specific>
      <specific name="Target"> The triggering ally in burst </specific>
      <specific name="Effect"> Until the end of the target's next turn, the dying condition doesn't cause the target to fall unconscious. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Diplomacy. </specific>
   </RulesElement>
   <RulesElement name="Deep Shadows" type="Power" internal-id="ID_FMP_POWER_11544" source="Player's Handbook 3" revision-date="8/27/2010 12:00:36 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Dungeoneering. </Prereqs>
      <Flavor> Judging the play of shadows against the cave wall, you spot a hiding place that an untrained explorer would overlook. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_7 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Dungeoneering Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must have cover or concealment underground. </specific>
      <specific name="Effect"> You make a Dungeoneering check in place of a Stealth check to hide. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Dungeoneering. </specific>
   </RulesElement>
   <RulesElement name="Stonecunning" type="Power" internal-id="ID_FMP_POWER_11545" source="Player's Handbook 3" revision-date="8/27/2010 12:00:36 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Dungeoneering. </Prereqs>
      <Flavor> The subterranean world keeps few secrets from you. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_7 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Dungeoneering Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You would make a Perception check underground </specific>
      <specific name="Effect"> You make a Dungeoneering check in place of the Perception check. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Dungeoneering. </specific>
   </RulesElement>
   <RulesElement name="Third Wind" type="Power" internal-id="ID_FMP_POWER_11546" source="Player's Handbook 3" revision-date="8/27/2010 12:00:36 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> You have almost endless reserves and can rebound from injuries that would bring down another. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Endurance Utility 6 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You spend a healing surge. </specific>
      <specific name="Special"> As a standard action, an adjacent ally can make a DC 10 Heal check to allow you to use this power without spending an action yourself. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Walk It Off" type="Power" internal-id="ID_FMP_POWER_11547" source="Player's Handbook 3" revision-date="8/27/2010 12:00:36 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_NO_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> You take a deep breath to fight off a lingering wound. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Endurance Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> No Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> Your turn starts and you have ongoing damage </specific>
      <specific name="Effect"> Make a saving throw against the ongoing damage before you take the damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Reactive Surge" type="Power" internal-id="ID_FMP_POWER_11548" source="Player's Handbook 3" revision-date="8/27/2010 12:00:36 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> The attack was well placed, but you choose not to let it affect you. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Endurance Utility 10 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> An attack bloodies you </specific>
      <specific name="Effect"> You spend a healing surge. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Delay Poison" type="Power" internal-id="ID_FMP_POWER_11549" source="Player's Handbook 3" revision-date="8/27/2010 12:00:36 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Heal. </Prereqs>
      <Flavor> Your ministrations briefly protect your patient from poison. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_9 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Heal Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> You or one creature </specific>
      <specific name="Effect"> The target is immune to poison until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Heal. </specific>
   </RulesElement>
   <RulesElement name="Physician's Care" type="Power" internal-id="ID_FMP_POWER_11550" source="Player's Handbook 3" revision-date="8/27/2010 12:00:37 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Heal. </Prereqs>
      <Flavor> Your extensive training helps you get an ally back into the fight. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_9 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Heal Utility 6 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> You or one ally </specific>
      <specific name="Effect"> The target can spend a healing surge. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Heal. </specific>
   </RulesElement>
   <RulesElement name="Miraculous Treatment" type="Power" internal-id="ID_FMP_POWER_11551" source="Player's Handbook 3" revision-date="8/27/2010 12:00:37 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_STANDARD_ACTION,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Heal. </Prereqs>
      <Flavor> Your expert care mends some wounds instantly. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_9 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Heal Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee 1 </specific>
      <specific name="Target"> One ally </specific>
      <specific name="Effect"> The target regains hit points as if he or she had spent a healing surge. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Heal. </specific>
   </RulesElement>
   <RulesElement name="Legend Lore" type="Power" internal-id="ID_FMP_POWER_11552" source="Player's Handbook 3" revision-date="8/27/2010 12:00:37 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in History. </Prereqs>
      <Flavor> Legends are your specialty, and you can always find a use for these stories. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_11 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> History Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You would make a knowledge check using a skill other than History </specific>
      <specific name="Effect"> You make a History check in place of the knowledge check. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in History. </specific>
   </RulesElement>
   <RulesElement name="Strategist's Epiphany" type="Power" internal-id="ID_FMP_POWER_11553" source="Player's Handbook 3" revision-date="6/28/2011">
  <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CLASS_817,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
  <Prereqs> You must be trained in History. </Prereqs>
  <Flavor> Recalling ancient battles, you find their echoes in your enemies' positions and use that knowledge to help your side in the battle. </Flavor>
  <specific name="Power Usage"> Daily </specific>
  <specific name="_SkillPower"> ID_FMP_SKILL_11 </specific>
  <specific name="Power Type"> Utility </specific>
  <specific name="Level"> 2 </specific>
  <specific name="Display"> History Utility 2 </specific>
  <specific name="Keywords" />
  <specific name="Action Type"> Free Action </specific>
  <specific name="Attack Type"> Personal </specific>
  <specific name="Trigger"> You roll initiative </specific>
  <specific name="Effect"> You make a History check and can use the check result as your initiative check result. </specific>
  <specific name="_Associated Feats" />
</RulesElement>
   <RulesElement name="Empathic Read" type="Power" internal-id="ID_FMP_POWER_11554" source="Player's Handbook 3" revision-date="8/27/2010 12:00:37 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Insight. </Prereqs>
      <Flavor> You sense where the conversation is headed and stop an ally from making a gaffe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_13 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Insight Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Trigger"> An ally fails a Bluff, a Diplomacy, or an Intimidate check </specific>
      <specific name="Target"> The triggering ally in burst </specific>
      <specific name="Effect"> The target rerolls the skill check and uses either result. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Insight. </specific>
   </RulesElement>
   <RulesElement name="Insightful Counter" type="Power" internal-id="ID_FMP_POWER_11555" source="Player's Handbook 3" revision-date="8/27/2010 12:00:37 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Insight. </Prereqs>
      <Flavor> You foresee your opponent's move and deny it the advantage. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_13 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Insight Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You do not grant combat advantage until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Insight. </specific>
   </RulesElement>
   <RulesElement name="Recitation" type="Power" internal-id="ID_FMP_POWER_3684" source="Player's Handbook 3" revision-date="8/27/2010 11:31:56 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Religion. </Prereqs>
      <Flavor> You echo your allies' prayers to give them strength. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_18 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Religion Utility 10 </specific>
      <specific name="Keywords"> Zone </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 1 </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, your allies gain a +1 power bonus to attack rolls. </specific>
      <specific name="Sustain Minor"> The zone persists. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Religion. </specific>
   </RulesElement>
   <RulesElement name="Warp in the Weave" type="Power" internal-id="ID_FMP_POWER_12162" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> You spend energy and tap into the web of magic that connects everything, ready to create a few temporary holes. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Arcana Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must have at least 1 healing surge. </specific>
      <specific name="Trigger"> A creature uses a burst or blast power that includes you </specific>
      <specific name="Effect"> You spend a healing surge but regain no hit points. The triggering burst or blast does not target you or your square. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Grit and Spittle" type="Power" internal-id="ID_FMP_POWER_12163" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Endurance. </Prereqs>
      <Flavor> Drawing on pure stubbornness, you're ready see your way through disaster. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Endurance Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Requirement"> You must have at least 1 healing surge. </specific>
      <specific name="Effect"> You spend a healing surge but regain no hit points. You make a saving throw against every effect on you that a save can end. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance. </specific>
   </RulesElement>
   <RulesElement name="Lessons of History" type="Power" internal-id="ID_FMP_POWER_12164" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in History. </Prereqs>
      <Flavor> As you watch your allies, you draw upon past lessons to shout out a few pointers. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_11 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> History Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Requirement"> You must have at least 1 healing surge. </specific>
      <specific name="Target"> Each ally in burst </specific>
      <specific name="Effect"> You spend a healing surge but regain no hit points. Each target can regain one expended encounter utility power of level 10 or lower. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in History. </specific>
   </RulesElement>
   <RulesElement name="Nightshade Draught" type="Power" internal-id="ID_FMP_POWER_12165" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Nature. </Prereqs>
      <Flavor> As long as you survive the aftertaste, this concoction can keep you going on borrowed time. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_16 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Nature Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are reduced to 0 hit points or fewer and don't die </specific>
      <specific name="Effect"> Dying does not cause you to fall unconscious until the end of your next turn. You automatically fail a death saving throw if you are still dying at the end of your next turn. </specific>
      <specific name="Sustain Minor"> The effect persists until the end of your next turn, and you automatically fail a death saving throw if you are still dying at the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Nature. </specific>
   </RulesElement>
   <RulesElement name="Deliverance of Faith" type="Power" internal-id="ID_FMP_POWER_12166" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Religion. </Prereqs>
      <Flavor> You give of yourself in the belief that somewhere, something will give a little back. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_18 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Religion Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You spend a healing surge but regain no hit points. You gain temporary hit points equal to your healing surge value. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Religion. </specific>
   </RulesElement>
   <RulesElement name="Studied Casting" type="Power" internal-id="ID_FMP_POWER_12167" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Arcana. </Prereqs>
      <Flavor> You catch an error at the last moment, correcting a malformed glyph before it can ruin your ritual. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_2 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Arcana Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You make a skill check to perform a ritual and dislike the result. </specific>
      <specific name="Effect"> Reroll the check with a +4 power bonus. You must use the second result. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Arcana. </specific>
   </RulesElement>
   <RulesElement name="Practiced Mental Defense" type="Power" internal-id="ID_FMP_POWER_12168" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:11 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,16,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Dungeoneering. </Prereqs>
      <Flavor> Your experience with unnatural mental influences has taught you how to snap an ally back to his or her senses-mostly-with a word. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_7 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 16 </specific>
      <specific name="Display"> Dungeoneering Utility 16 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Close burst 10 </specific>
      <specific name="Trigger"> An effect dominates or stuns an ally within 10 squares of you </specific>
      <specific name="Target"> The triggering ally in burst </specific>
      <specific name="Effect"> The effect dazes the target, instead of dominating or stunning the target. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Dungeoneering. </specific>
   </RulesElement>
   <RulesElement name="Root Understanding" type="Power" internal-id="ID_FMP_POWER_12169" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:12 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in History. </Prereqs>
      <Flavor> Your studies in history have exposed you to a variety of languages, which sometimes allows you to understand a language in which you aren't fluent. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_11 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> History Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You see or hear a language you don't understand. </specific>
      <specific name="Effect"> You can understand, read, speak, and write the triggering language until the end of the encounter. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in History. </specific>
   </RulesElement>
   <RulesElement name="Natural Terrain Understanding" type="Power" internal-id="ID_FMP_POWER_12170" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:12 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Nature. </Prereqs>
      <Flavor> You alert your allies to hidden advantages in the nearby terrain, giving them an opportunity to shift the battle and defend themselves. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_16 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Nature Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 3 </specific>
      <specific name="Target"> Each ally in burst </specific>
      <specific name="Effect"> The target gains a +2 power bonus to AC until the end of your next turn. In addition, the target can shift 2 squares as a free action. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Nature. </specific>
   </RulesElement>
   <RulesElement name="Assurance of Prophecy" type="Power" internal-id="ID_FMP_POWER_12171" source="Dragon Magazine 385" revision-date="8/27/2010 12:02:12 PM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10,ID_FMP_CLASS_ORDER_ADEPT </Category>
      <Prereqs> You must be trained in Religion. </Prereqs>
      <Flavor> You call out choice verses of prophecy. The knowledge that destiny is on your side renews your ally's vigor. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_18 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Religion Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Trigger"> An ally within 5 squares of you spends a healing surge </specific>
      <specific name="Effect"> The triggering ally gains 3d6 temporary hit points.
Level 21: 3d12 temporary hit points. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Religion. </specific>
   </RulesElement>
   <RulesElement name="Talented Athletics" type="Power" internal-id="ID_FMP_POWER_13690" source="Dragon Magazine 392" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,2 </Category>
      <Prereqs> You must be trained in Athletics </Prereqs>
      <Flavor> You don't always succeed in feats of physicality, but your failures rarely cost you. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Athletics Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Personal  </specific>
	  <specific name="Trigger"> You fail an Athletics check by 5 or more when swimming or climbing.  </specific>
      <specific name="Effect"> Treat the skill check result as if you failed by 4. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics, you must worship Kord or must worship Tempus. </specific>
   </RulesElement><RulesElement name="Kord`s Force" type="Power" internal-id="ID_FMP_POWER_13691" source="Dragon Magazine 392" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_NO_ACTION,6 </Category>
      <Prereqs> You must be trained in Athletics </Prereqs>
      <Flavor> Summoning all your training as well as your might, your effort exceeds what strength alone could gain. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Athletics Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> No Action </specific>
      <specific name="Attack Type"> Personal  </specific>
	  <specific name="Trigger"> You would make a Strength check.  </specific>
      <specific name="Effect"> You make an Athletics check in place of the Strength check. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics, you must worship Kord or must worship Tempus. </specific>
   </RulesElement>
   <RulesElement name="Strength Against Strength" type="Power" internal-id="ID_FMP_POWER_13692" source="Dragon Magazine 392" revision-date="8/27/2010 11:48:31 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_FREE_ACTION,10 </Category>
      <Prereqs> You must be trained in Athletics </Prereqs>
      <Flavor> You dramatically flourish your weapon after a failure to hit your foe, hoping the sweep of your legs and whirling of your arms will confound your foe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_27 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Athletics Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type"> Melee weapon  </specific>
	  <specific name="Trigger"> Your melee attack misses its target.  </specific>
	  <specific name="Effect"> You make an Athletics check. If your result equals or exceeds the target's highest defense, you can knock the target prone or slide the target 1 square.  </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Athletics, you must worship Kord or must worship Tempus. </specific>
   </RulesElement>
   <RulesElement name="Exemplar of Valor" type="Power" internal-id="ID_FMP_POWER_13693" source="Dragon Magazine 392" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,2 </Category>
      <Prereqs> You must be trained in Endurance </Prereqs>
      <Flavor> You brace yourself against the terror inspired by a foe, and your bravery serves as an example to your friends. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Display"> Endurance Utility 2 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Close burst 10  </specific>
      <specific name="Trigger"> You are the target of an enemy's fear effect. </specific>
      <specific name="Effect"> Until the end of the encounter, you and allies in the burst that can see you gain a +2 power bonus to all defenses against fear effects. In addition, you and allies in the burst that can see you gain a +2 power bonus to attack rolls against the triggering enemy until the start of its next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance, you must worship Kord or must worship Tempus. </specific>
   </RulesElement><RulesElement name="Internal Reserves" type="Power" internal-id="ID_FMP_POWER_13694" source="Dragon Magazine 392" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_NO_ACTION,6 </Category>
      <Prereqs> You must be trained in Endurance </Prereqs>
      <Flavor> Summoning up reserves of strength, you make a desperate effort to prevail. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Display"> Endurance Utility 6 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> No Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are required to roll a saving throw. </specific>
      <specific name="Effect"> You make the saving throw with a +4 power bonus. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance, you must worship Kord or must worship Tempus. </specific>
   </RulesElement><RulesElement name="Steeled Against It" type="Power" internal-id="ID_FMP_POWER_13695" source="Dragon Magazine 392" revision-date="8/27/2010 11:48:32 AM">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_SKILL_POWER,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CLASS_HYBRID,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10 </Category>
      <Prereqs> You must be trained in Endurance </Prereqs>
      <Flavor> You brace yourself against the terror inspired by a foe, and your bravery serves as an example to your friends. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower"> ID_FMP_SKILL_8 </specific>
      <specific name="Power Type"> Utility </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Display"> Endurance Utility 10 </specific>
      <specific name="Keywords" />
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You take damage of a specific type or combination of types. </specific>
      <specific name="Effect"> You gain resist 5 to damage of that type or types until the end of the encounter. If you already have resistance to that damage type or types, the resistance increases by 5 until the end of the encounter.
   Level 21: Resist 10. </specific>
      <specific name="_Associated Feats" />
      <specific name="Prerequisite"> You must be trained in Endurance, you must worship Kord or must worship Tempus. </specific>
   </RulesElement>
<!-- Spirit's Power Fix -->
<RulesElement name="Spirit's Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1839" source="Player's Handbook 3">
  <Category> ID_FMP_HYBRID_CLASS_444,1 </Category>
  <specific name="Short Description"> Gain Companion Spirit opportunity action </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_5389,ID_FMP_POWER_5388,ID_FMP_POWER_9732,ID_FMP_POWER_9733,ID_FMP_POWER_12865 </specific>
  <rules>
    <grant name="ID_FMP_POWER_5389" type="Power" requires="Protector Spirit (Hybrid)" />
    <grant name="ID_FMP_POWER_5388" type="Power" requires="Stalker Spirit (Hybrid)" />
    <grant name="ID_FMP_POWER_9732" type="Power" requires="Watcher Spirit (Hybrid)" />
    <grant name="ID_FMP_POWER_9733" type="Power" requires="World Speaker Spirit (Hybrid)" />
    <grant name="ID_FMP_POWER_12865" type="Power" requires="Elemental Spirit (Hybrid)" />
  </rules>
You gain the opportunity action power of the Companion Spirit option you chose.
</RulesElement>

   <RulesElement name="Deft Blade" type="Feat" internal-id="ID_FMP_FEAT_2490" source="Martial Power 2" revision-date="8/27/2010 12:20:18 PM" >
      <Prereqs> 11th level, any martial class; Paragon Tier </Prereqs>
      <print-prereqs> 11th level, any martial class </print-prereqs>
      <specific name="Tier"> Paragon </specific>
      <specific name="Short Description"> BA with light blade targets AC or Reflex </specific>
      <specific name="Special" />
      <specific name="type" />
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
	    <modify name="Melee Basic Attack" type="Power" Field="Attack" wearing="weapon:light blade" value="Strength vs. AC or Reflex" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Dexterity vs. AC or Reflex" wearing="weapon:light blade" requires="ID_FMP_CLASS_FEATURE_2788" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Charisma vs. AC or Reflex" wearing="weapon:light blade" requires="ID_FMP_FEAT_2128" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Intelligence vs. AC or Reflex" wearing="weapon:light blade" requires="ID_FMP_FEAT_613|ID_FMP_CLASS_FEATURE_4029" />
        <modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Constitution vs. AC or Reflex" wearing="weapon:light blade" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(CONSTITUTION)" />		
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Dexterity vs. AC or Reflex" wearing="weapon:light blade" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Intelligence vs. AC or Reflex" wearing="weapon:light blade" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(INTELLIGENCE)" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Wisdom vs. AC or Reflex" wearing="weapon:light blade" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(WISDOM)" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Charisma vs. AC or Reflex" wearing="weapon:light blade" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(CHARISMA)" />
		<modify name="Melee Basic Attack" type="Power" Field="Deft Blade" value="When you make a basic attack using a light blade, you can target AC or Reflex." />
	  </rules>
When you make a basic attack using a light blade, you can target AC or Reflex.
   </RulesElement>

 <RulesElement name="Piercing Pick" type="Feat" internal-id="ID_FMP_FEAT_2509" source="Martial Power 2" revision-date="8/27/2010 12:20:19 PM" >
      <Prereqs> 11th level, any martial class; Paragon Tier </Prereqs>
      <print-prereqs> 11th level, any martial class </print-prereqs>
      <specific name="Tier"> Paragon </specific>
      <specific name="Short Description"> MBA with pick targets AC or Fortitude </specific>
      <specific name="Special" />
      <specific name="type" />
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
	  <rules>
	    <modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength vs. AC or Fortitude" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Charisma vs. AC or Fortitude" wearing="weapon:pick" requires="ID_FMP_FEAT_2128" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Intelligence vs. AC or Fortitude" wearing="weapon:light blade" requires="ID_FMP_CLASS_FEATURE_4029" />
        <modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Constitution vs. AC or Fortitude" wearing="weapon:pick" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(CONSTITUTION)" />		
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Dexterity vs. AC or Fortitude" wearing="weapon:pick" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(DEXTERITY)" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Intelligence vs. AC or Fortitude" wearing="weapon:pick" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(INTELLIGENCE)" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Wisdom vs. AC or Fortitude" wearing="weapon:pick" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(WISDOM)" />
		<modify name="Melee Basic Attack" type="Power" Field="Attack" value="Strength or Charisma vs. AC or Fortitude" wearing="weapon:pick" requires="ID_INTERNAL_FEAT_MELEE_TRAINING_(CHARISMA)" />
	    <modify name="Melee Basic Attack" type="Power" Field="Piercing Pick" value="When you make a basic attack using a pick, you can target AC or Fortitude." />
	  </rules>
Whenever you use a pick to make a melee basic attack, you can target AC or Fortitude.
   </RulesElement>   
   
<RulesElement name="Metamorphosis of Spellflame" type="Power" internal-id="ID_FMP_POWER_3516" source="Forgotten Realms Player&apos;s Guide" revision-date="8/27/2010 11:31:19 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PSEUDO_CLASS_216,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,29 </Category>
      <Flavor> Words only the spellscarred can speak change your foe into maddening blue fire. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Spellscarred Attack 29 </specific>
      <specific name="Keywords"> Arcane, Fire, Implement, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude or Will, Wisdom vs. Fortitude or Will, or Charisma vs. Fortitude or Will </specific>
      <specific name="Special"> If the attack hits either Fortitude or Will, it hits. </specific>
      <specific name="Hit"> 2d10 + Intelligence, Wisdom, or Charisma modifier fire and psychic damage, and ongoing 10 fire and psychic damage (save ends). Each time the target fails its saving throw against this power, the ongoing damage increases by 10. If the ongoing damage kills the target, it dissolves into a mass of blue fire. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PSEUDO_CLASS_216 </specific>
      <specific name="Level"> 29 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   
<RulesElement name="Instant Escape" type="Power" internal-id="ID_FMP_POWER_1655" source="Player's Handbook" revision-date="8/27/2010 11:26:03 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_36,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,12 </Category>
    <Prereqs> Cat Burglar </Prereqs>
    <Flavor> With supreme effort, you escape. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Cat Burglar Utility 12 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An effect immobilizes, restrains, or slows you </specific>
    <specific name="Effect"> The triggering effect ends on you. You then shift up to 2 squares. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_36 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
 </RulesElement>

<RulesElement name="Spiked gauntlet" type="Weapon" internal-id="ID_FMP_WEAPON_48" source="Adventurer&apos;s Vault" revision-date="8/27/2010 1:16:15 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_27,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Spiked gauntlet
Simple one-handed melee weapon
Cost: 5 gp
Damage: 1d6
Proficient: +2
Range: -
Weight: 1 lb.

These gauntlets are specially fitted with metal spikes. Unlike other weapons, the spiked gauntlet occupies your magic item hands slot while enchanted.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Unarmed (When you punch, kick, elbow, knee, or even head butt an opponent, you&apos;re making an unarmed strike. A simple unarmed attack is treated as an improvised weapon. Creatures that have natural weapons such as claws or bite attacks are proficient with those natural weapons.). </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 5 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Simple Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Unarmed </specific>
      <specific name="Properties"> Off-hand </specific>
      <specific name="_AlternateSlot"> Hands </specific>
These gauntlets are specially fitted with metal spikes. Unlike other weapons, the spiked gauntlet occupies your magic item hands slot while enchanted.
   </RulesElement>
 
   </D20Rules>