<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.20</Version>
    <Filename>21-druid.part</Filename>
    <PartAddress>http://cbloader.com/sorted/21-druid.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/21-druid.txt</VersionAddress>
  </UpdateInfo>
  <!-- Druid -->
  <!-- 21-druid.part, version 1.20 -->
  <!-- Original release: 13-July-2011; Last modified: 3-March-2012 -->
  <!-- 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.
 Hybrid Sentinel material added.
 Updated 25-July-2011 Beast Mastery Adjustments.
 Updated 31-July-2011 Conflict Issues, Leaf Wall.
 Updated 14-August-2011 Hybrid Sentinel Material.
 Updated 19-October-2011 Changed Minor Action (Special) to Minor Action on Line 2293.
 Updated 17-November-2011 Added the Sub Class Protector from Heroes of the Feywild.
 Updated 18-November-2011 Added the new druid powers from Heroes of the Feywild.
 Updated 22-November-2011 Updated the ID for Hybrid Sentinel.
 Updated 25-November-2011 Added feyskill Appends.
 Updated 26-November-2011 Removed bugged Appends.
 Updated 25-December-2011 Vermin Lord (BOVD) Added.
 Updated 26-December-2011 Raise Beast Companion Ritual Freebee Fix.
 Updated 3-March-2012 Added Druid of the Wastes and Primal Aspect (Primal Wrath)
</Changelog>
  <!-- Druid sub-class Powers, Heroes of the Forgotten Kingdoms -->  
  <RulesElement name="Dynamic Assault" type="Power" internal-id="ID_FMP_POWER_13507" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your attack channels the primal vitality of a great leaping beast to grant an ally a burst of speed.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">At-will</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 1</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.</specific>
    <specific name="Effect">One ally within 5 squares of the target can take a free action to move a number of squares up to your Constitution modifier, gaining a +5 power bonus to Athletics checks during the move.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
The strength inherent in every hunting beast is carried by the primal energy that surrounds you. Your attack brings forth this power, letting an ally take advantage of it to race into position for his or her next attack or to escape an enemy's attention.
</RulesElement>
  <RulesElement name="Reap the Harvest" type="Power" internal-id="ID_FMP_POWER_13508" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your primal power courses through a foe, wracking it with pain the next time it avoids an attack.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">At-will</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 1</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.</specific>
    <specific name="Effect">The next time an ally misses the target with an attack before the end of your next turn, the target takes damage equal to your Constitution modifier.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
Primal energy shrouds your foe in the aftermath of your weapon strike, attuning itself to an ally's follow-up attack. The next strike that misses is like a pass of the reaper's scythe, cleanly cutting through your foe's defenses.
</RulesElement>
  <RulesElement name="Tending Strike" type="Power" internal-id="ID_FMP_POWER_13509" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Primal energy summoned by your attack courses through a chosen ally to grant a burst of stamina.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">At-will</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 1</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.</specific>
    <specific name="Effect">One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
This basic power emboldens your ally with a burst of primal power drawn from the resilience of the earth itself. This power can be used to aid an ally who is prevented by an enemy's magic from partaking of a healing effect, or who needs a last-minute surge of strength to finish the fight.
</RulesElement>
  <RulesElement name="Heat Metal" type="Power" internal-id="ID_FMP_POWER_13510" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,1</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Fire erupts from the weapon you touch, creating a brand of fire to scorch your enemies.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 1</specific>
    <specific name="Keywords">Fire, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One axe, flail, heavy blade, light blade, pick, or spear</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">Once per round when a weapon attack hits with the target, the target of the attack also takes 5 fire damage. This benefit lasts until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Shillelagh" type="Power" internal-id="ID_FMP_POWER_13511" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,1</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You imbue the weapon you touch with primal strength, causing the weapon to drive those it strikes to their knees.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 1</specific>
    <specific name="Keywords">Force, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One hammer, mace, or staff</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">Once per round when a weapon attack hits with the target, the target of the attack also takes 2 force damage and falls prone. This benefit lasts until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Vexing Overgrowth" type="Power" internal-id="ID_FMP_POWER_13512" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>A burst of primal power trails after your weapon as you swing it, causing a halo of primal magic to surround you.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 1</specific>
    <specific name="Keywords">Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Close burst 1</specific>
    <specific name="Target">Each enemy in the burst</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">2[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half Damage</specific>
    <specific name="Effect">Until the end of the encounter, enemies grant combat advantage while adjacent to you.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Bear's Strength" type="Power" internal-id="ID_FMP_POWER_13513" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Primal energy surges through your ally, granting him or her the strength of a wild beast.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 2</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">The target gains the following benefits until the end of his or her next extended rest.
* +2 power bonus to damage rolls that include the target's Strength modifier
* +2 power bonus to Athletics checks and Strength ability checks
* The target's Strength increases by 4 for the purpose of determining carrying capacity.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">2</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Cat's Grace" type="Power" internal-id="ID_FMP_POWER_13514" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You imbue an ally with the quick reflexes and fast strike of the jungle cat.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 2</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Reflex
* +2 power bonus to initiative checks, Dexterity-based skill checks, and Dexterity ability checks.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">2</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Elk's Fortitude" type="Power" internal-id="ID_FMP_POWER_13515" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You imbue an ally with the endurance and steadfast determination of an elk.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 2</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">The target gains the following benefits until the end of his or her next extended rest.
* A healing surge
* +1 power bonus to Fortitude.
* +2 power bonus to Endurance checks and Constitution ability checks.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">2</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Seed of Healing" type="Power" internal-id="ID_FMP_POWER_13516" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Primal power threads through you, coalescening into a golden seed ripe with healing music.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 2</specific>
    <specific name="Keywords">Healing, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Personal</specific>
    <specific name="Target"></specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">2</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Destructive Harvest" type="Power" internal-id="ID_FMP_POWER_13517" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You infuse your enemy's wound with primal magic that makes your allies stronger.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 5</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">2[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">Until the end of the encounter, your allies gain a power bonus to damage rolls while adjacent to the target. The bonus equals your Constitution modifier.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">5</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Hunger of the Land" type="Power" internal-id="ID_FMP_POWER_13518" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>As you slash at your foe, vines and the stalks of plants grow suddenly to grasp it.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 5</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">2[W] + Wisdom modifier damage</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">The target is immobilized and grants combat advantage (save ends both).</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">5</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Life Blood Harvest" type="Power" internal-id="ID_FMP_POWER_13519" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You draw life energy out of your enemy, converting it to renewed vitality for your ally.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 5</specific>
    <specific name="Keywords">Healing, Primal, 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. AC</specific>
    <specific name="Hit">3[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">One ally within 5 squares of the target regains hit points as if he or she had spent a healing surge.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">5</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Eagle's Splendor" type="Power" internal-id="ID_FMP_POWER_13520" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You invoke primal magic to bestow the majestic presence of the eagle upon you or your ally.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 6</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Charisma attack rolls.
* +1 power bonus to Will
* +2 power bonus to Charisma-based skill checks and Charisma ability checks</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">6</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Owl's Wisdom" type="Power" internal-id="ID_FMP_POWER_13521" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your primal magic grants your ally the wisdom and insight of an owl, sharpening willpower and granting superior sight.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 6</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">The target gains the following benefits until the end of his or her next extended rest.
* Low-light vision
* +1 power bonus to Will
* +2 power bonus to Wisdom-based skill checks and Wisdom ability checks</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">6</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Serpent's Cunning" type="Power" internal-id="ID_FMP_POWER_13522" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your ally gains the serpent's cunning, a power that hones his mind to a razor's edge.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 6</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Intelligence attack rolls
* Training in one skill of the target's choice
* +2 power bonus to Intelligence-based skill checks and Intelligence ability checks</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">6</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
<RulesElement name="Leaf Wall" type="Power" internal-id="ID_FMP_POWER_7393" source="Player Essentials: Heroes of the Forgotten Kingdoms" revision-date="6/15/2011 10:01:34 AM">
  <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
  <Flavor> Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your allies. </Flavor>
  <specific name="Power Usage"> Daily </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Druid Utility 6 </specific>
  <specific name="Keywords"> Conjuration, Primal </specific>
  <specific name="Action Type"> Minor Action </specific>
  <specific name="Attack Type"> Area wall 5 within 10 squares </specific>
  <specific name="Effect"> You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class">ID_FMP_CLASS_126</specific>
  <specific name="Level"> 6 </specific>
  <specific name="Power Type"> Utility </specific>
  <specific name="_ParentFeature" />
  <specific name="_Subclasses">ID_FMP_CLASS_779</specific>
The breezes of autumn carry with them the whispers of the leaf wall, whose primal power obscures and harries your foes. Shrouded and torn at by nature's power, your enemies are left at your mercy.
</RulesElement>
<RulesElement name="Leaf Wall  " type="Power" internal-id="ID_FMP_POWER_7393_RANGER_VERSION" source="Player Essentials: Heroes of the Forgotten Kingdoms" revision-date="6/15/2011 10:01:34 AM">
  <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_5,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
  <Flavor> Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your allies. </Flavor>
  <specific name="Power Usage"> Daily </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Ranger Utility 6 </specific>
  <specific name="Keywords"> Conjuration, Primal </specific>
  <specific name="Action Type"> Minor Action </specific>
  <specific name="Attack Type"> Area wall 5 within 10 squares </specific>
  <specific name="Effect"> You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class">ID_FMP_CLASS_5</specific>
  <specific name="Level"> 6 </specific>
  <specific name="Power Type"> Utility </specific>
  <specific name="_ParentFeature" />
  <specific name="_Subclasses"> ID_FMP_CLASS_788,ID_FMP_CLASS_790 </specific>
The breezes of autumn carry with them the whispers of the leaf wall, whose primal power obscures and harries your foes. Shrouded and torn at by nature's power, your enemies are left at your mercy.
</RulesElement>
  <RulesElement name="Reap Vitality" type="Power" internal-id="ID_FMP_POWER_13525" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your attacks seem to harvest your enemies' life essence, transferring it to your allies.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 9</specific>
    <specific name="Keywords">Healing, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Melee weapon</specific>
    <specific name="Target">One or two creatures</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">2[W] + Wisdom modifier damage</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">Until the end of the encounter, bloodied allies who start their turn adjacent to you regain hit points equal to your Constitution modifier.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">9</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Sudden Overgrowth" type="Power" internal-id="ID_FMP_POWER_13526" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>When you strike at your foes, the very plants of the ground rise up to grasp at your enemies.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 9</specific>
    <specific name="Keywords">Aura, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Close burst 1</specific>
    <specific name="Target">Each enemy in the burst</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">2[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage</specific>
    <specific name="Effect">You activate an aura 1 that lasts until the end of the encounter. The aura is difficult terrain for your enemies, which grant combat advantage while in it.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">9</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Winter's Withering" type="Power" internal-id="ID_FMP_POWER_13527" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You slash your weapon while binding the withering spirit of winter to you, causing maladies to fall away from your allies.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 9</specific>
    <specific name="Keywords">Aura, Cold, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Close burst 1</specific>
    <specific name="Target">Each enemy in the burst</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">2[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">You activate an aura 1 that lasts until the end of the encounter. While in the aura, your allies ignore difficult terrain and gain a +2 power bonus to saving throws.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">9</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Bountiful Vigor" type="Power" internal-id="ID_FMP_POWER_13528" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,10</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Calling forth the essence of the primal world, you infuse your ally with the power of life and renewal.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 10</specific>
    <specific name="Keywords">Healing, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Close burst 5</specific>
    <specific name="Target">You or one ally in the burst</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Until the end of the encounter, the target has regeneration 5 while bloodied.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">10</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Clear the Chaff" type="Power" internal-id="ID_FMP_POWER_13529" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,10</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>As primal energy washes over your allies, effects that would hinder them fall away like chaff on the wind.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Encounter</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 10</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Close burst 3</specific>
    <specific name="Target">You and each ally in the burst</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Each target can make a saving throw with a +2 power bonus.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">10</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Goodberry" type="Power" internal-id="ID_FMP_POWER_9667" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,10</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You infuse mundane berries with primal power, letting those who consume them take advantage of their curative energy.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 10</specific>
    <specific name="Keywords">Healing, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Personal</specific>
    <specific name="Target"></specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">You create four goodberries. Each lasts until it is consumed or until the end of your next extended rest. A creature can take a minor action to consume a goodberry either to regain 10 hit points, to make a saving throw, or to gain 10 temporary hit points.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">10</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Briar Thicket" type="Power" internal-id="ID_FMP_POWER_13533" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You swing your weapon in a wide arc, and behind it erupt thorn-covered vines of primal magic.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 15</specific>
    <specific name="Keywords">Aura, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Close burst 1</specific>
    <specific name="Target">Each enemy in the burst</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">3[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">You activate an aura 1 that lasts until the end of the encounter. Enemies grant combat advantage and cannot shift while in the aura.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">15</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Envenomed Steel" type="Power" internal-id="ID_FMP_POWER_13534" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,15</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>The weapon you touch seems to change color, taking on a sickly green tint.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 15</specific>
    <specific name="Keywords">Poison, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One axe, heavy blade, light blade, pick, or spear.</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Once per round when a weapon attack hits with the target, the target of the attack also takes 8 poison damage and is slowed until the end of the attacker's next turn. This benefit lasts until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">15</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Stonemetal" type="Power" internal-id="ID_FMP_POWER_13535" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,15</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>A weapon you touch hardens to become so strong that it strikes with the weight of a mountain.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 15</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One flail, hammer, mace, or staff.</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Once per round when a weapon attack hits with the target, the target of the attack also takes 4 damage and falls prone. This benefit lasts until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">15</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Falcon's Flight" type="Power" internal-id="ID_FMP_POWER_13537" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,16</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Winds swirl around the target, carrying it aloft and giving it the ability to soar like a falcon.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 16</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Close burst 5</specific>
    <specific name="Target">You or one ally in the burst</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">The target gains a fly speed of 6 until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Nature's Armor" type="Power" internal-id="ID_FMP_POWER_13538" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,16</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your skin turns as tough as well-weathered hide, protecting you from harm.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 16</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">You or one ally</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Until the end of your next turn, the target gains resist 5 to all damage and a +2 power bonus to AC.
Sustain Minor: The effect persists until the end of your next turn.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">16</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Primal Restoration" type="Power" internal-id="ID_FMP_POWER_2737" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,16</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Energy swirls around your allies to heal their wounds and help them shake off harmful afflictions.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 16</specific>
    <specific name="Keywords">Healing, Primal</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Close burst 2</specific>
    <specific name="Target">You and each ally in the burst</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Each target can spend a healing surge either to regain hit points or to remove one effect from himself or herself that a save can end.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">16</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Rapid Growth" type="Power" internal-id="ID_FMP_POWER_13542" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You call forth the plants from the earth, beseeching them to hold your enemy in place.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 19</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">3[W] + Wisdom modifier damage, and the target is restrained (save ends)</specific>
    <specific name="Miss">Half damage, and the target is restrained until the end of your next turn.</specific>
    <specific name="Effect"></specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">19</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Diligent Reaping" type="Power" internal-id="ID_FMP_POWER_13543" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You have come for the harvest. The more you reap, the greater your reward.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 19</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">4[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">If the attack reduces the target to 0 hit points, you gain an extra standard action during your current turn.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">19</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Seeds of Destruction" type="Power" internal-id="ID_FMP_POWER_13544" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>As you slash at your enemies, you plant destructive primal magic in them.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 19</specific>
    <specific name="Keywords">Necrotic, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Close burst 1</specific>
    <specific name="Target">Each enemy in the burst</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">3[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">A target takes 10 necrotic damage the next time you or one of your allies hits and damages it before the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">19</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Fey Circles" type="Power" internal-id="ID_FMP_POWER_9690" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MINOR_ACTION,22</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Toadstool rings appear at your command, carrying with them the magic to whisk a creature from one ring to the next.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 22</specific>
    <specific name="Keywords">Primal, Teleportation</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Close burst 20</specific>
    <specific name="Target"></specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">You create ten fey circles in ten unoccupied squares in teh burst. When you or an ally enters a fey circle's square, that character can teleport to another fey circle's square as a free action, as long as the destination square is unoccupied. Then both fey circles disapper. The fey circles last until the end of the encounter if they aren't used.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">22</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Touch of Renewal" type="Power" internal-id="ID_FMP_POWER_13548" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,22</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>As you place your hand on a creature, motes of green energy swirl around it to heal even the most grievous wounds.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility 22</specific>
    <specific name="Keywords">Healing, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One creature</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">The target regains hit points as if it had spent two healing surges. It also gains 40 temporary hit points.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">22</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Brittle Frost Blade" type="Power" internal-id="ID_FMP_POWER_13549" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your weapon freezes over with the chill of a north wind, inflicting the bite of winter on your foes.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 25</specific>
    <specific name="Keywords">Aura, Cold, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Melee weapon</specific>
    <specific name="Target">One or two creatures</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">4[W] + Wisdom modifier cold damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">You activate an aura 1 that lasts until the end of the encounter. While in the aura, enemies grant combat advantage, and damage rolls against them gain a +5 power bonus.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">25</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Rejuvenating Harvest" type="Power" internal-id="ID_FMP_POWER_13550" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You slash at your foe and draw power from the blood you spill to give your allies renewal.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 25</specific>
    <specific name="Keywords">Aura, Primal, Weapon</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Melee weapon</specific>
    <specific name="Target">One or two creatures</specific>
    <specific name="Attack">Wisdom vs. AC</specific>
    <specific name="Hit">4[W] + Wisdom modifier damage.</specific>
    <specific name="Miss">Half damage.</specific>
    <specific name="Effect">You activate an aura 1 that lasts until the end of the encounter. Any ally who starts his or her turn in the aura can end one effect on himself or herself as a free action. The effect must contain one of the following conditions: dazed, immobilized, restrained, or slowed.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">25</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Corroding Weapon" type="Power" internal-id="ID_FMP_POWER_13551" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,29</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>The weapon you touch drips with acid and poison, corroding anything it comes into contact with.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 29</specific>
    <specific name="Keywords">Acid, Poison, Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One axe, heavy blade, light blade, pick, or spear</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Once per round when a weapon attack hits with the target, the target of the attack also takes ongoing 15 acid and poison damage (save ends). This benefit lasts until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">29</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Storm Weapon" type="Power" internal-id="ID_FMP_POWER_13552" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_MINOR_ACTION,29</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>The weapon you touch crackles with lightning and emits the low rumble of a distant thunderstorm.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack 29</specific>
    <specific name="Keywords">Lightning, Primal, Thunder</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Target">One flail, hammer, mace, or staff</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Miss"></specific>
    <specific name="Effect">Once per round when a weapon attack hits with the target, the target of the attack also takes 8 lightning and thunder damage and is dazed until the end of the attacker's next turn. This benefit lasts until the end of the encounter.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level">1</specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <!-- Sentinel sub-class Features -->
  <!-- Notes: Acolyte of the Natural Cycle, Animal Companion, Combined Attack, Druid Wilderness Knacks, Healing Word, Level 1 Sentinel At-Will Power, Level 1 Sentinel Daily Power, Primal Guardian (Sentinel), Level 2 Sentinel Utility Power, Level 3 Improved Combined Attack, Level 5 Sentinel Daily Power, Level 6 Sentinel Utility Power, Hear the Voice of Nature, Level 7 Improved Combined Attack, Restore Life, Level 9 Sentinel Daily Power, Level 10 Sentinel Utility Power, Paragon of the Natural Cycle, Level 15 Sentinel Daily Power, Level 16 Sentinel Utility Power, Animal Companion Power, Level 19 Sentinel Daily Power, Level 22 Sentinel Utility Power, Timeless Body, Level 25 Sentinel Daily Power, Nature&apos;s Bounty, Level 29 Sentinel Daily Power. -->
<RulesElement name="Season Choice" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_0" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <Flavor> As a sentinel, you are charged with maintaining the balance inherent in the seasonal cycles of growth, death, and rebirth. </Flavor>
    <specific name="Short Description"> Gain season benefits: special features, weapon proficiencies, and animal companion. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Trait Package" number="1" Category="ID_FMP_CLASS_779" />
    </rules>
At 1st level, each sentinel chooses a season that demonstrates his or her affinity for that aspect of nature's power. Your choice of season determines some of your class features, including the animal companion you gain.
When you choose to become a druid of one of the four seasons, you gain the benefit associated with that season.
Druid of Spring:
You gain the following benefits.
    * Your animal companion is a wolf.
    * You gain proficiency with the scimitar.
    * You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles.
    * You gain a +2 bonus to Heal checks.
Druid of Summer:
You gain the following benefits.
    * Your animal companion is a bear.
    * When wielding a one-handed mace, you use a d10 for its weapon damage. When wielding a staff or a two-handed mace, you use a d12 for its weapon damage.
    * You gain a +2 bonus to Athletics checks.
	
OR

You draw your strength from the world's majestic desolate places-the icy wastes of the north, the bleak shores, the great sandy deserts, or the barren rocky mountains. In these places the primal spirits embody the living elements and take on elemental-like forms.
Druid of the Wastes:
You gain the following benefits.
	* Your animal companion is a living zephyr.
	* When wielding a spear or a staff, you gain a +1 shield bonus to AC and Reflex.
	* You gain a +2 bonus to Endurance checks.
</RulesElement>
  <RulesElement name="Druid of Spring" type="Trait Package" internal-id="ID_WOG_SENTINEL_TRAIT_PACKAGE_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_CLASS_779 </Category>
    <Prereqs> Sentinel </Prereqs>
    <print-prereqs> Sentinel </print-prereqs>
    <flavor> You draw your strength from the spring, a time when life emerges once more from the bleakness of winter and reaches for the sun. You believe that all things can be renewed, and you show your allies how to shrug off pain and injury, just as the spring sun melts away the last remnants of winter's snow.
Your chosen weapons are the scimitar, the spear, the dagger, and the sickle. The bright steel of these weapons gleams like the spring sun. In battle, you rely on accuracy and precision rather than brute force to defeat your foes. </flavor>
    <specific name="_PARSED_CLASS_FEATURE"> ID_WOG_SENTINEL_CLASS_FEATURE_2A,ID_WOG_SENTINEL_CLASS_FEATURE_18,ID_WOG_SENTINEL_CLASS_FEATURE_22,ID_WOG_SENTINEL_CLASS_FEATURE_28 </specific>
    <specific name="Short Description"> You are a druid of spring and have a wolf companion. </specific>
    <specific name="_CS_ShortDescription"> Spring is your chosen cycle </specific>
You gain the following benefits.
    * Your animal companion is a wolf.
    * You gain proficiency with the scimitar.
    * You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles.
    * You gain a +2 bonus to Heal checks.
</RulesElement>
  <RulesElement name="Druid of Summer" type="Trait Package" internal-id="ID_WOG_SENTINEL_TRAIT_PACKAGE_2" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_CLASS_779 </Category>
    <Prereqs> Sentinel </Prereqs>
    <print-prereqs> Sentinel </print-prereqs>
    <flavor> You feel the strongest association with the high heat of summer, a time when the life of the natural world stands in full bloom. You are a symbol of the power and vibrancy of life, embodying the full resilience of nature. You draw strength from the light of the sun, the green of the forest, and the blue of the sky, demonstrating to your allies that the present is always the season of their greatest strength.
Your chosen weapons are the staff and the club. They represent summer's enduring strength, the trees that flourish in that season and persist through the darkest winter. Your fighting style reflects that strength, as you rely on overpowering force to batter your foes into submission. </flavor>
    <specific name="_PARSED_CLASS_FEATURE"> ID_WOG_SENTINEL_CLASS_FEATURE_2B,ID_WOG_SENTINEL_CLASS_FEATURE_19,ID_WOG_SENTINEL_CLASS_FEATURE_22,ID_WOG_SENTINEL_CLASS_FEATURE_29 </specific>
    <specific name="Short Description"> You are a druid of summer and have a bear companion. </specific>
    <specific name="_CS_ShortDescription"> Summer is your chosen cycle </specific>
You gain the following benefits.
    * Your animal companion is a bear.
    * When wielding a one-handed mace, you use a d10 for its weapon damage. When wielding a staff or a two-handed mace, you use a d12 for its weapon damage.
    * You gain a +2 bonus to Athletics checks.
</RulesElement>
<RulesElement name="Acolyte of the Natural Cycle" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <Flavor> As a sentinel, you are charged with maintaining the balance inherent in the seasonal cycles of growth, death, and rebirth. </Flavor>
    <specific name="Short Description"> Gain season benefits: special features, weapon proficiencies, and animal companion. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> Gain season benefits </specific>
    <rules>
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_1A" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_1B" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_2" />
	  <grant name="ID_FMP_CLASS_FEATURE_4327" type="Class Feature" requires="ID_FMP_TRAIT_PACKAGE_972" />
    </rules>
At 1st level, each sentinel chooses a season that demonstrates his or her affinity for that aspect of nature's power. Your choice of season determines some of your class features, including the animal companion you gain.
When you choose to become a druid of one of the four seasons, you gain the benefit associated with that season.
Druid of Spring:
You gain the following benefits.
    * Your animal companion is a wolf.
    * You gain proficiency with the scimitar.
    * You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles.
    * You gain a +2 bonus to Heal checks.
Druid of Summer:
You gain the following benefits.
    * Your animal companion is a bear.
    * When wielding a one-handed mace, you use a d10 for its weapon damage. When wielding a staff or a two-handed mace, you use a d12 for its weapon damage.
    * You gain a +2 bonus to Athletics checks.
	
OR

You draw your strength from the world's majestic desolate places-the icy wastes of the north, the bleak shores, the great sandy deserts, or the barren rocky mountains. In these places the primal spirits embody the living elements and take on elemental-like forms.
Druid of the Wastes:
You gain the following benefits.
	* Your animal companion is a living zephyr.
	* When wielding a spear or a staff, you gain a +1 shield bonus to AC and Reflex.
	* You gain a +2 bonus to Endurance checks.
</RulesElement>
  <RulesElement name="Druid of Spring" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_1A" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_1 </Category>
    <flavor> You draw your strength from the spring, a time when life emerges once more from the bleakness of winter and reaches for the sun. You believe that all things can be renewed, and you show your allies how to shrug off pain and injury, just as the spring sun melts away the last remnants of winter's snow.
Your chosen weapons are the scimitar, the spear, the dagger, and the sickle. The bright steel of these weapons gleams like the spring sun. In battle, you rely on accuracy and precision rather than brute force to defeat your foes. </flavor>
    <specific name="_PARSED_CLASS_FEATURE"> ID_WOG_SENTINEL_CLASS_FEATURE_18,ID_WOG_SENTINEL_CLASS_FEATURE_22,ID_WOG_SENTINEL_CLASS_FEATURE_28 </specific>
    <specific name="Short Description"> You are a druid of spring and have a wolf companion. </specific>
    <specific name="_CS_ShortDescription"> Spring is your chosen cycle </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SCIMITAR)" type="Proficiency" />
      <statadd name="scimitar:attack" value="+1" />
      <statadd name="spear:attack" value="+1" />
      <statadd name="dagger:attack" value="+1" />
      <statadd name="sickle:attack" value="+1" />
      <statadd name="Heal Misc" value="+2" />
    </rules>
You gain the following benefits.
    * Your animal companion is a wolf.
    * You gain proficiency with the scimitar.
    * You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles.
    * You gain a +2 bonus to Heal checks.
</RulesElement>
  <RulesElement name="Druid of Summer" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_1B" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_1 </Category>
    <flavor> You feel the strongest association with the high heat of summer, a time when the life of the natural world stands in full bloom. You are a symbol of the power and vibrancy of life, embodying the full resilience of nature. You draw strength from the light of the sun, the green of the forest, and the blue of the sky, demonstrating to your allies that the present is always the season of their greatest strength.
Your chosen weapons are the staff and the club. They represent summer's enduring strength, the trees that flourish in that season and persist through the darkest winter. Your fighting style reflects that strength, as you rely on overpowering force to batter your foes into submission. </flavor>
    <specific name="_PARSED_CLASS_FEATURE"> ID_WOG_SENTINEL_CLASS_FEATURE_19,ID_WOG_SENTINEL_CLASS_FEATURE_22,ID_WOG_SENTINEL_CLASS_FEATURE_29 </specific>
    <specific name="Short Description"> You are a druid of summer and have a bear companion. </specific>
    <specific name="_CS_ShortDescription"> Summer is your chosen cycle </specific>
    <rules>
      <modify name="Mace" type="Weapon" Field="Damage" die-increase="1d10" />
      <modify name="Club" type="Weapon" Field="Damage" die-increase="1d10" />
      <modify name="Greatclub" type="Weapon" Field="Damage" value="1d12" />
      <modify name="Quarterstaff" type="Weapon" Field="Damage" value="1d12" />
      <modify name="Quarterstaff - Secondary End" type="Weapon" Field="Damage" value="1d12" />
      <modify name="Battlefist" type="Weapon" Field="Damage" value="1d10" />
      <modify name="Morningstar" type="Weapon" Field="Damage" value="1d12" />
      <modify name="Singing Stick" type="Weapon" Field="Damage" value="1d10" />
      <statadd name="Athletics Misc" value="+2" />
    </rules>
You gain the following benefits.
    * Your animal companion is a bear.
    * When wielding a one-handed mace, you use a d10 for its weapon damage. When wielding a staff or a two-handed mace, you use a d12 for its weapon damage.
    * You gain a +2 bonus to Athletics checks.
</RulesElement>
  <RulesElement name="Animal Companion" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_2" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <Flavor> You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature. </Flavor>
    <specific name="Short Description"> You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Pet Hit Points" />
    <specific name="Pet Toughness" />
    <specific name="HALF-CON" />
    <rules>
      <statadd name="Pet Hit Points" value="+6" />
      <statadd name="Pet Hit Points" value="+2" requires="2 level" />
      <statadd name="Pet Hit Points" value="+3" requires="3 level" />
      <statadd name="Pet Hit Points" value="+2" requires="4 level" />
      <statadd name="Pet Hit Points" value="+3" requires="5 level" />
      <statadd name="Pet Hit Points" value="+2" requires="6 level" />
      <statadd name="Pet Hit Points" value="+3" requires="7 level" />
      <statadd name="Pet Hit Points" value="+2" requires="8 level" />
      <statadd name="Pet Hit Points" value="+3" requires="9 level" />
      <statadd name="Pet Hit Points" value="+2" requires="10 level" />
      <statadd name="Pet Hit Points" value="+3" requires="11 level" />
      <statadd name="Pet Hit Points" value="+2" requires="12 level" />
      <statadd name="Pet Hit Points" value="+3" requires="13 level" />
      <statadd name="Pet Hit Points" value="+2" requires="14 level" />
      <statadd name="Pet Hit Points" value="+3" requires="15 level" />
      <statadd name="Pet Hit Points" value="+2" requires="16 level" />
      <statadd name="Pet Hit Points" value="+3" requires="17 level" />
      <statadd name="Pet Hit Points" value="+2" requires="18 level" />
      <statadd name="Pet Hit Points" value="+3" requires="19 level" />
      <statadd name="Pet Hit Points" value="+2" requires="20 level" />
      <statadd name="Pet Hit Points" value="+3" requires="21 level" />
      <statadd name="Pet Hit Points" value="+2" requires="22 level" />
      <statadd name="Pet Hit Points" value="+3" requires="23 level" />
      <statadd name="Pet Hit Points" value="+2" requires="24 level" />
      <statadd name="Pet Hit Points" value="+3" requires="25 level" />
      <statadd name="Pet Hit Points" value="+2" requires="26 level" />
      <statadd name="Pet Hit Points" value="+3" requires="27 level" />
      <statadd name="Pet Hit Points" value="+2" requires="28 level" />
      <statadd name="Pet Hit Points" value="+3" requires="29 level" />
      <statadd name="Pet Hit Points" value="+2" requires="30 level" />
      <statadd name="Pet Toughness" value="+2" requires="ID_FMP_FEAT_171&amp;1 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;2 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;3 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;4 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;5 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;6 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;7 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;8 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;9 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;10 level" />
      <statadd name="Pet Toughness" value="+2" requires="ID_FMP_FEAT_171&amp;11 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;12 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;13 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;14 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;15 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;16 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;17 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;18 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;19 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;20 level" />
      <statadd name="Pet Toughness" value="+2" requires="ID_FMP_FEAT_171&amp;21 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;22 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;23 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;24 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;25 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;26 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;27 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;28 level" />
      <statadd name="Pet Toughness" value="-1" requires="ID_FMP_FEAT_171&amp;29 level" />
      <statadd name="Pet Toughness" value="+1" requires="ID_FMP_FEAT_171&amp;30 level" />
      <statadd name="Pet Hit Points" value="+Pet Toughness" />
      <statadd name="Pet Hit Points" value="+10" requires="ID_FMP_CLASS_FEATURE_2818" />
      <statadd name="HALF-CON" value="+ABILITYMOD(con)" />
      <statadd name="HALF-CON" value="+5" />
      <statadd name="Pet Hit Points" value="+HALF-CON" />
      <statadd name="BEAST.Hit Points" value="+Pet Hit Points" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_2A" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_1|ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_2B" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_2|ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_2" />
    </rules>
You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.
    Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
    You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
    Your animal companion's level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
    Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
    If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
    * Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
    * Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.
    As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
    Standard Actions: To take a standard action, your animal companion needs you to take a standard action to command it to do so.
    Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action.
    Minor Actions: To take a minor action, your animal companion needs you to take a minor action to command it to do so.
    Free Actions: Your animal companion can take free actions without you taking an action to command it.
    Triggered Actions: If one of your animal companion's triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
    In situations where you can't give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn't sit around waiting for you to show up (unless that's what you have previously commanded it to do).
    An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.
</RulesElement>
  <!-- Begin: Special Beast Mastery Code Rewrite -->
  <RulesElement name="Companion" type="Information" internal-id="ID_INTERNAL_INFORMATION_COMPANION" source="Core">
Beastmaster rangers, Sentinel druids, and characters with the Arcane Familiar feat gain companions which are selected on this page.
    A Beastmaster Ranger gains a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&amp;D world. You decide the creature's relevant details—its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.
    For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion's species doesn't affect its game statistics, which are based on its category and level.
    A Sentinel Druid gains an animal companion associated with the season they chose for their Acolyte of the Natural Cycle class feature.
    The animal companion's level is equal to theirs, and its hit points, defenses, and attacks are determined by the druid's level level, as noted in its stat block.
    The animal companion shares the druid's healing surge total. Whenever an effect requires the animal companion to spend a healing surge, the surge is deducted from the druid's total. 
  
    A familiar is a spirit that accompanies you as your friend and ally. It's not a real creature, and it doesn't need to eat or breathe. The most common type is a creature familiar—a spirit that takes the form of a little animal or monster.
</RulesElement>
  <AppendNodes name="Bear" type="Companion" internal-id="ID_FMP_COMPANION_1" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Boar" type="Companion" internal-id="ID_FMP_COMPANION_2" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Cat" type="Companion" internal-id="ID_FMP_COMPANION_3" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Lizard" type="Companion" internal-id="ID_FMP_COMPANION_4" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Raptor" type="Companion" internal-id="ID_FMP_COMPANION_5" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Serpent" type="Companion" internal-id="ID_FMP_COMPANION_6" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Spider" type="Companion" internal-id="ID_FMP_COMPANION_7" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes nname="Wolf" type="Companion" internal-id="ID_FMP_COMPANION_8" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Vadalis-bred Griffon" type="Companion" internal-id="ID_FMP_COMPANION_54" source="Eberron Player's Guide" revision-date="8/27/2010 1:18:58 PM">
    <Category> ID_FMP_CLASS_5 </Category>
  </AppendNodes>
  <AppendNodes name="Bear" type="Companion" internal-id="ID_FMP_COMPANION_1" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Boar" type="Companion" internal-id="ID_FMP_COMPANION_2" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Cat" type="Companion" internal-id="ID_FMP_COMPANION_3" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Lizard" type="Companion" internal-id="ID_FMP_COMPANION_4" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Raptor" type="Companion" internal-id="ID_FMP_COMPANION_5" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Serpent" type="Companion" internal-id="ID_FMP_COMPANION_6" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Spider" type="Companion" internal-id="ID_FMP_COMPANION_7" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes nname="Wolf" type="Companion" internal-id="ID_FMP_COMPANION_8" source="Martial Power" revision-date="8/27/2010 1:18:55 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <AppendNodes name="Vadalis-bred Griffon" type="Companion" internal-id="ID_FMP_COMPANION_54" source="Eberron Player's Guide" revision-date="8/27/2010 1:18:58 PM">
    <rules>
      <statadd name="FREEBEE:ID_FMP_RITUAL_187" value="+1" />
    </rules>
  </AppendNodes>
  <RulesElement name="Beast Mastery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1030" source="Martial Power" revision-date="10/5/2010 1:47:04 PM">
    <Category> ID_FMP_CLASS_FEATURE_321,1 </Category>
    <specific name="Short Description"> Gain beast companion; give up Prime Shot, no Archer or Two-Blade Fighting Style </specific>
    <specific name="Level"> 1 </specific>
    <rules>
	  <modify name="this" Field="_CS_ShortDescription" value=" @ " requires="!ID_FMP_CLASS_5" />
      <select type="Companion" number="1" category="ID_FMP_CLASS_5" requires="ID_FMP_CLASS_5">
Beast Companion Type
      </select>
      <statadd name="Companion.Strength" value="+1" requires="Paragon Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Constitution" value="+1" requires="Paragon Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Dexterity" value="+1" requires="Paragon Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Intelligence" value="+1" requires="Paragon Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Wisdom" value="+1" requires="Paragon Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Charisma" value="+1" requires="Paragon Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Strength" value="+1" requires="Epic Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Constitution" value="+1" requires="Epic Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Dexterity" value="+1" requires="Epic Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Intelligence" value="+1" requires="Epic Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Wisdom" value="+1" requires="Epic Tier&amp;ID_FMP_CLASS_5" />
      <statadd name="Companion.Charisma" value="+1" requires="Epic Tier&amp;ID_FMP_CLASS_5" />
      <select type="Companion Ability Increase (Level 4)" number="2" Level="4" requires="ID_FMP_CLASS_5" />
      <select type="Companion Ability Increase (Level 8)" number="2" Level="8" requires="ID_FMP_CLASS_5" />
      <select type="Companion Ability Increase (Level 14)" number="2" Level="14" requires="ID_FMP_CLASS_5" />
      <select type="Companion Ability Increase (Level 18)" number="2" Level="18" requires="ID_FMP_CLASS_5" />
      <select type="Companion Ability Increase (Level 24)" number="2" Level="24" requires="ID_FMP_CLASS_5" />
      <select type="Companion Ability Increase (Level 28)" number="2" Level="28" requires="ID_FMP_CLASS_5" />
      <select type="Companion" number="1" category="ID_FMP_CLASS_5" requires="ID_FMP_HYBRID_CLASS_355">
Beast Companion Type
      </select>
      <statadd name="Companion.Strength" value="+1" requires="Paragon Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Constitution" value="+1" requires="Paragon Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Dexterity" value="+1" requires="Paragon Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Intelligence" value="+1" requires="Paragon Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Wisdom" value="+1" requires="Paragon Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Charisma" value="+1" requires="Paragon Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Strength" value="+1" requires="Epic Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Constitution" value="+1" requires="Epic Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Dexterity" value="+1" requires="Epic Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Intelligence" value="+1" requires="Epic Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Wisdom" value="+1" requires="Epic Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <statadd name="Companion.Charisma" value="+1" requires="Epic Tier&amp;ID_FMP_HYBRID_CLASS_355" />
      <select type="Companion Ability Increase (Level 4)" number="2" Level="4" requires="ID_FMP_HYBRID_CLASS_355" />
      <select type="Companion Ability Increase (Level 8)" number="2" Level="8" requires="ID_FMP_HYBRID_CLASS_355" />
      <select type="Companion Ability Increase (Level 14)" number="2" Level="14" requires="ID_FMP_HYBRID_CLASS_355" />
      <select type="Companion Ability Increase (Level 18)" number="2" Level="18" requires="ID_FMP_HYBRID_CLASS_355" />
      <select type="Companion Ability Increase (Level 24)" number="2" Level="24" requires="ID_FMP_HYBRID_CLASS_355" />
      <select type="Companion Ability Increase (Level 28)" number="2" Level="28" requires="ID_FMP_HYBRID_CLASS_355" />
    </rules>
The Beast Mastery class feature is available to any ranger who wishes to gain a loyal beast companion. To select this class feature, you must give up the Prime Shot class feature, and you do not select either the Archer Fighting Style or the Two-Blade Fighting Style.
You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&amp;D world. You decide the creature's relevant details—its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.
	For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion's species doesn't affect its game statistics, which are based on its category and level.
	You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.
	Beast Mastery also alters your Hunter's Quarry class feature. When you use Hunter's Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter's Quarry, but only one of you can deal this extra damage per round.
	Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander's strike, and so forth. You and your beast companion are treated as separate creatures.
	You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn't a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.
	As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.
</RulesElement>
  <!-- End: Special Beast Mastery Code Rewrite -->
  <RulesElement name="Wolf Companion" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_2A" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_CLASS_779 </Category>
    <Flavor> Wolves are stealthy predators that prowl the forests and tundra. Your primal bond with your wolf enhances your connection to the wilderness and gives you a stalwart companion at your side. </Flavor>
    <specific name="Short Description"> You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> Your animal is a wolf </specific>
    <specific name="_DisplayPowers"> ID_WOG_COMPANION_1,ID_WOG_ANIMAL_ATTACK_1,ID_WOG_COMPANION_1_POWERCARD_1 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_1030" type="Class Feature" />
      <select type="Companion" number="1" category="ID_WOG_SENTINEL_TRAIT_PACKAGE_1">
Beast Companion Type
         </select>
      <modify name="ID_WOG_ANIMAL_ATTACK_1" type="Power" Field="Hit" value="1d8 + your Wisdom modifier + your Constitution modifier damage." />
      <grant name="ID_WOG_COMPANION_1_POWERCARD_1" type="Power" />
      <grant name="ID_WOG_COMPANION_1_POWERCARD_2" type="Power" />
    </rules>
A druid of spring gains a wolf, a cunning, agile hunter filled with energy and determination. Your animal companion obeys your commands without hesitation, making it more responsive to your commands than even the most well-trained beast. The bond also allows you to communicate with your animal companion, enabling you to work together toward mutual goals.
     Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be. As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
</RulesElement>
  <RulesElement name="Wolf Companion" type="Companion" internal-id="ID_WOG_COMPANION_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_CLASS_779,ID_WOG_SENTINEL_TRAIT_PACKAGE_1 </Category>
    <Flavor> Wolves are stealthy predators that prowl the forests and tundra. Your primal bond with your wolf enhances your connection to the wilderness and gives you a stalwart companion at your side. </Flavor>
    <specific name="Strength"> 14 </specific>
    <specific name="Constitution"> 17 </specific>
    <specific name="Dexterity"> 20 </specific>
    <specific name="Intelligence"> 2 </specific>
    <specific name="Wisdom"> 14 </specific>
    <specific name="Charisma"> 6 </specific>
    <specific name="Attack Bonus"> 5 </specific>
    <specific name="Damage"> 1d8 </specific>
    <specific name="Armor Class"> 15 </specific>
    <specific name="Fortitude Defense"> 13 </specific>
    <specific name="Reflex Defense"> 13 </specific>
    <specific name="Will Defense"> 13 </specific>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 8 </specific>
    <specific name="Secondary Speed" />
    <specific name="Attack"> Bite </specific>
    <specific name="Ability Score"> your Wisdom + your Constitution </specific>
    <specific name="Charge" />
    <specific name="Combat Advantage" />
    <specific name="Opportunity Attacks" />
    <specific name="Quirks" />
    <specific name="Companion Power" />
    <specific name="Tier" />
    <specific name="Trained Skills"> Endurance, Perception </specific>
    <specific name="Power"> Faithful Pack Hound (Aura 1): Enemies grant combat advantage while in the aura. </specific>
    <specific name="_DisplayPowers"> ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK </specific>
    <rules>
      <statadd name="Companion.Strength" value="+14" />
      <statadd name="Companion.Constitution" value="+17" />
      <statadd name="Companion.Dexterity" value="+20" />
      <statadd name="Companion.Intelligence" value="+2" />
      <statadd name="Companion.Wisdom" value="+14" />
      <statadd name="Companion.Charisma" value="+6" />
      <grant name="ID_WOG_ANIMAL_ATTACK_1" type="Power" />
      <statadd name="BEAST.Healing Surges" value="-2" />
    </rules>
The wolf category includes predatory canines and doglike creatures, from mastiffs to timber wolves to jackals.
   </RulesElement>
  <RulesElement name="Animal Attack (Wolf)" type="Power" internal-id="ID_WOG_ANIMAL_ATTACK_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> Your beast companion attacks with claw or bite. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Beast Animal Attack </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Beast's attack bonus vs. AC </specific>
    <specific name="Hit"> 1d8 + your Wisdom modifier + your Constitution modifier damage.
Increase damage to 1d8 + 2 + your Wisdom modifier + your Constitution modifier damage at 13th level.
Increase damage to 2d8 + 4 + your Wisdom modifier + your Constitution modifier damage at 23rd level. </specific>
    <specific name="Class"> ID_FMP_CLASS_779 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_BasicAttack"> Melee </specific>
    <rules>
      <modify name="this" Field="_BasicAttack" value="Melee" />
    </rules>
  </RulesElement>
  <RulesElement name="Wolf Companion Notes (1)" type="Power" internal-id="ID_WOG_COMPANION_1_POWERCARD_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_UTILITY </Category>
    <Flavor> The wolf category includes predatory canines and doglike creatures, from mastiffs to timber wolves to jackals. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display" />
    <specific name="Keywords"> Aura </specific>
    <specific name="Action Type" />
    <specific name="Attack Type" />
    <specific name="Initiative"> Equal to yours </specific>
    <specific name="Perception"> Equal to yours +2 </specific>
    <specific name="Faithful Pack Hound (Aura 1)"> Enemies grant combat advantage while in the aura. </specific>
    <specific name="Telepathy"> You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.</specific>
    <specific name="_ParentFeature" />
    <specific name="Class"> ID_FMP_CLASS_779 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Wolf Companion Notes (2)" type="Power" internal-id="ID_WOG_COMPANION_1_POWERCARD_2" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_UTILITY </Category>
    <Flavor> The wolf category includes predatory canines and doglike creatures, from mastiffs to timber wolves to jackals. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display" />
    <specific name="Keywords" />
    <specific name="Action Type" />
    <specific name="Attack Type" />
    <specific name="Notes"> Your wolf shares your healing surge total. Whenever an effect requires your wolf to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your wolf also regains hit points equal to your healing surge value. At the end of a short rest, your wolf regains all its hit points. If you die or your wolf drops to 0 hit points:
    * Minor Action: Use a minor action and lose a healing surge. Your wolf appears with hit points equal to your healing surge value. 
    * Short or Extended Rest: You lose a healing surge. Your wolf appears with full hit points.</specific>
    <specific name="_ParentFeature" />
    <specific name="Class"> ID_FMP_CLASS_779 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Bear Companion" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_2B" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <Flavor> Found throughout the forests of the world, the bear is a powerful lord of beasts. Your animal companion packs a greater punch with its attacks, even as its presence invigorates your allies. </Flavor>
    <specific name="Short Description"> You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> Your animal is a bear </specific>
    <specific name="_DisplayPowers"> ID_WOG_COMPANION_2,ID_WOG_ANIMAL_ATTACK_2,ID_WOG_COMPANION_2_POWERCARD_1 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_1030" type="Class Feature" />
      <select type="Companion" number="1" category="ID_WOG_SENTINEL_TRAIT_PACKAGE_2">
Beast Companion Type
         </select>
      <modify name="ID_WOG_ANIMAL_ATTACK_2" type="Power" Field="Hit" value="1d12 + your Wisdom modifier + your Constitution modifier damage." />
      <grant name="ID_WOG_COMPANION_2_POWERCARD_1" type="Power" />
      <grant name="ID_WOG_COMPANION_2_POWERCARD_2" type="Power" />
    </rules>
A druid of summer gains a bear companion to reflect the indomitable strength and power of summer.
     Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be. As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
</RulesElement>
  <RulesElement name="Bear Companion" type="Companion" internal-id="ID_WOG_COMPANION_2" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_CLASS_779,ID_WOG_SENTINEL_TRAIT_PACKAGE_2 </Category>
    <Flavor> Found throughout the forests of the world, the bear is a powerful lord of beasts. Your animal companion packs a greater punch with its attacks, even as its presence invigorates your allies. </Flavor>
    <specific name="Strength"> 20 </specific>
    <specific name="Dexterity"> 12 </specific>
    <specific name="Constitution"> 17 </specific>
    <specific name="Intelligence"> 2 </specific>
    <specific name="Wisdom"> 16 </specific>
    <specific name="Charisma"> 6 </specific>
    <specific name="Attack Bonus"> 5 </specific>
    <specific name="Damage"> 1d12 </specific>
    <specific name="Armor Class"> 13 </specific>
    <specific name="Fortitude Defense"> 15 </specific>
    <specific name="Reflex Defense"> 11 </specific>
    <specific name="Will Defense"> 15 </specific>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 </specific>
    <specific name="Secondary Speed" />
    <specific name="Attack"> Claw </specific>
    <specific name="Ability Score"> your Wisdom + your Constitution </specific>
    <specific name="Charge" />
    <specific name="Combat Advantage" />
    <specific name="Opportunity Attacks" />
    <specific name="Quirks" />
    <specific name="Companion Power" />
    <specific name="Tier" />
    <specific name="Trained Skills"> Athletics, Endurance </specific>
    <specific name="Power"> Guardian Companion (Aura 1): Allies gain a +2 power bonus to all defenses while in aura. </specific>
    <specific name="_DisplayPowers"> ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK </specific>
    <rules>
      <statadd name="Companion.Strength" value="+20" />
      <statadd name="Companion.Constitution" value="+17" />
      <statadd name="Companion.Dexterity" value="+12" />
      <statadd name="Companion.Intelligence" value="+2" />
      <statadd name="Companion.Wisdom" value="+16" />
      <statadd name="Companion.Charisma" value="+6" />
      <grant name="ID_WOG_ANIMAL_ATTACK_2" type="Power" />
      <statadd name="BEAST.Healing Surges" value="-2" />
    </rules>
Brown bears and similar creatures fall into this category. Bears are tougher and deadlier than other beast companions, but they are a little slower.
</RulesElement>
  <RulesElement name="Animal Attack (Bear)" type="Power" internal-id="ID_WOG_ANIMAL_ATTACK_2" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> Your beast companion attacks with claw or bite. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Beast Animal Attack </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Beast's attack bonus vs. AC </specific>
    <specific name="Hit">1d12 + your Wisdom modifier + your Constitution modifier damage.
Increase damage to 1d12 + 2 + your Wisdom modifier + your Constitution modifier damage at 13th level.
Increase damage to 2d12 + 4 + your Wisdom modifier + your Constitution modifier damage at 23rd level. </specific>
    <specific name="Class"> ID_FMP_CLASS_779 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_BasicAttack"> Melee </specific>
    <rules>
      <modify name="this" Field="_BasicAttack" value="Melee" />
    </rules>
  </RulesElement>
  <RulesElement name="Bear Companion Notes (1)" type="Power" internal-id="ID_WOG_COMPANION_2_POWERCARD_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_UTILITY </Category>
    <Flavor> Brown bears and similar creatures fall into this category. Bears are tougher and deadlier than other beast companions, but they are a little slower. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display" />
    <specific name="Keywords"> Aura </specific>
    <specific name="Action Type" />
    <specific name="Attack Type" />
    <specific name="Initiative"> Equal to yours </specific>
    <specific name="Perception"> Equal to yours +2 </specific>
    <specific name="Guardian Companion (Aura 1)"> Allies gain a +2 power bonus to all defenses while in aura. </specific>
    <specific name="Telepathy"> You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.</specific>
    <specific name="_ParentFeature" />
    <specific name="Class"> ID_FMP_CLASS_779 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Bear Companion Notes (2)" type="Power" internal-id="ID_WOG_COMPANION_2_POWERCARD_2" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_UTILITY </Category>
    <Flavor> Brown bears and similar creatures fall into this category. Bears are tougher and deadlier than other beast companions, but they are a little slower. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display" />
    <specific name="Keywords" />
    <specific name="Action Type" />
    <specific name="Attack Type" />
    <specific name="Notes"> Your bear shares your healing surge total. Whenever an effect requires your bear to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your bear also regains hit points equal to your healing surge value. At the end of a short rest, your bear regains all its hit points. If you die or your bear drops to 0 hit points:
    * Minor Action: Use a minor action and lose a healing surge. Your bear appears with hit points equal to your healing surge value. 
    * Short or Extended Rest: You lose a healing surge. Your bear appears with full hit points.</specific>
    <specific name="_ParentFeature" />
    <specific name="Class"> ID_FMP_CLASS_779 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Combined Attack" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_3" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <Flavor>The iconic expression of the link you forge with your animal companion, combined attack lets you use your own attack to inspire your companion to greater fury. Used at the height of battle, this power allows the two of you to attack with the speed and grace of a single creature, unleashing a devastating combination strike.</Flavor>
    <specific name="Short Description"> You gain the combined attack power. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_13506 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Powers"> ID_FMP_POWER_13506 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13506 </specific>
    <specific name="_CS_ShortDescription"> Gain combined attack power@Level 3 Improved Combined Attack </specific>
    <rules>
      <grant name="ID_FMP_POWER_13506" type="Power" />
    </rules>
You gain the combined attack power.
</RulesElement>
  <RulesElement name="Combined Attack" type="Power" internal-id="ID_FMP_POWER_13506" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Prereqs> Sentinel or Hybrid Sentinel </Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your animal companion waits for the signal of your own attack, then pushes in with a devastating follow up that your foe never sees coming.</Flavor>
    <specific name="Power Type">Attack</specific>
    <specific name="Power Usage">Encounter</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Attack</specific>
    <specific name="Keywords">Primal, 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. AC</specific>
    <specific name="Hit">1[W] + Wisdom modifier damage.
Increase damage to 2[W] + Wisdom modifier damage at 17th level.
Increase damage to 3[W] + Wisdom modifier damage at 27th level </specific>
    <specific name="Effect">Your animal companion can take a free action to move up to its speed and then use its animal attack.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Druid Wilderness Knacks" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_4" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <Flavor> Druids, like rangers, are experts in outdoor survival. As a primal adept, you have learned several mundane tricks and techniques to aid you in traveling through the wilds. </Flavor>
    <specific name="Short Description"> Gain two druid wilderness knacks. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> Gain 2 wilderness knacks </specific>
    <rules>
      <select type="Class Feature" number="2" Category="ID_WOG_SENTINEL_CLASS_FEATURE_4,ID_FMP_CLASS_126" />
    </rules>
You gain two of the following abilities of your choice.
Beast Empathy:
The beasts of the wilderness see and know most of what unfolds in their realm. Few folk heed them, but you have learned to understand and interpret their actions and attitudes. Your woodcraft is short of the magical ability to communicate with animals directly, but it is enough to reveal secrets that others miss.
   *You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature's body language and vocalizations enough to understand basic messages from it.
Herb Lore:
You have studied the properties of various plants. Even in distant lands your lore serves you well in finding the right leaves and roots to harvest. By brewing a soothing tea or mixing a poultice, you help soothe the aches, bruises, and cuts you and your allies suffer.
   *You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.
Mountain Guide:
You have clambered over steep cliffs and ranged across imposing mountains. Your knack for climbing allows you to pick out the easiest paths up even the most imposing slopes.
   *Whenever you succeed on an Athletics check to climb, you reduce the DC of that climb by 2 for your allies until the end of the encounter. Only allies who see you make the climb gain this benefit.
Watchful Rest:
Long days spent in the wilds have taught you the best way to set up a camp. By picking out an easily defensible spot and carefully positioning your gear, you ensure that you and your allies have the best chance to avoid an ambush.
   *When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Wilderness Tracker:
You are an expert at reading the signs of a creature's passage. When you inspect an area, a splintered twig or a trampled leaf is enough for you to glean a significant amount of information. Even the slyest rogues and sneakiest warlocks leave behind some trace of their passage.
   *During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
</RulesElement>
  <RulesElement name="Herb Lore" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_1" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_4,ID_FMP_CLASS_126 </Category>
    <Flavor> You have studied the properties of various plants. Even in distant lands your lore serves you well in finding the right leaves and roots to harvest. By brewing a soothing tea or mixing a poultice, you help soothe the aches, bruises, and cuts you and your allies suffer. </Flavor>
    <specific name="Short Description"> Add +2 to your and allies healing surge values during short rest outdoors. </specific>
    <specific name="_CS_ShortDescription"> +2 to allies healing surge value during rest @Paragon Herb Lore </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_ADVANCEMENT" type="Class Feature" />
    </rules>
You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.
</RulesElement>
  <RulesElement name="Herb Lore Advancement" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_ADVANCEMENT" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_1 </Category>
    <Flavor></Flavor>
    <specific name="_CS_ShortDescription"> @ </specific>
  </RulesElement>
  <RulesElement name="Paragon Herb Lore" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_1_PARAGON" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 11,ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_ADVANCEMENT </Category>
    <Flavor> You have studied the properties of various plants. Even in distant lands your lore serves you well in finding the right leaves and roots to harvest. By brewing a soothing tea or mixing a poultice, you help soothe the aches, bruises, and cuts you and your allies suffer. </Flavor>
    <specific name="Short Description"> Add +4 to your and allies healing surge values during short rest outdoors. </specific>
    <specific name="_CS_ShortDescription"> +4 to allies healing surge at rest @Epic Herb Lore </specific>
    <specific name="Level"> 11 </specific>
You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.
</RulesElement>
  <RulesElement name="Epic Herb Lore" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_1_EPIC" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 21,ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_ADVANCEMENT </Category>
    <Flavor> You have studied the properties of various plants. Even in distant lands your lore serves you well in finding the right leaves and roots to harvest. By brewing a soothing tea or mixing a poultice, you help soothe the aches, bruises, and cuts you and your allies suffer. </Flavor>
    <specific name="Short Description"> Add +6 to your and allies healing surge values during short rest outdoors. </specific>
    <specific name="_CS_ShortDescription"> +6 to allies healing surge during rest </specific>
    <specific name="Level"> 21 </specific>
You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.
</RulesElement>
  <RulesElement name="Level 1 Sentinel At-Will Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_5" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <specific name="Level"> 1 </specific>
    <Flavor> You place yourself in the front lines of combat, the better to defend against those that threaten the natural world and its people. At 1st level, you adopt a signature combat move that will serve you well in any fight. </Flavor>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Powers"> ID_FMP_POWER_13507,ID_FMP_POWER_13508,ID_FMP_POWER_13509 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13507,ID_FMP_POWER_13508,ID_FMP_POWER_13509 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,ID_INTERNAL_CATEGORY_AT-WILL,!ID_FMP_CATEGORY_50,1" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 1 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_6" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <specific name="Level"> 1 </specific>
    <Flavor> The most potent of your powers channel all the primal power of earth, air, and sky that you have at your command. These attacks are so potent that the spirits that grant them can be called on only once per day. </Flavor>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Powers"> ID_FMP_POWER_13510,ID_FMP_POWER_13511,ID_FMP_POWER_13512 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13510,ID_FMP_POWER_13511,ID_FMP_POWER_13512 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,daily,1,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Primal Guardian (Sentinel)" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_7" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_HYBRID_CLASS_894,1 </Category>
    <specific name="Level"> 1 </specific>
    <Flavor> Your innate connection to nature grants you the resilience of the primal spirits. </Flavor>
    <specific name="Short Description"> While not wearing heavy armor, use Con mod in place of Dex or Int mod to determine AC. </specific>
    <specific name="_CS_ShortDescription"> Use Con mod for AC </specific>
    <rules>
      <statadd name="AC" value="+Constitution modifier" type="Ability" not-wearing="armor:heavy" />
    </rules>
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
</RulesElement>
  <RulesElement name="Level 2 Sentinel Utility Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_8" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 2 </Category>
    <Flavor> As your mastery of primal magic grows stronger, you begin to harness its potential for a variety of new and useful tasks. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Powers"> ID_FMP_POWER_13513,ID_FMP_POWER_13514,ID_FMP_POWER_13515,ID_FMP_POWER_13516 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13513,ID_FMP_POWER_13514,ID_FMP_POWER_13515,ID_FMP_POWER_13516 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,utility,2,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 3 Improved Combined Attack" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_9" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 3 </Category>
    <Flavor> With each battle you complete, the signature combat move you practice with your animal companion becomes a more integral part of your tactics. </Flavor>
    <specific name="Short Description"> You gain one more use of combined attack per encounter, but you can still use it only once per turn. </specific>
    <specific name="Level"> 3 </specific>
    <rules>
      <modify type="Power" name="Combined Attack" field="Special" value="You can use combined attack twice per encounter, but only once per turn." />
    </rules>
    <specific name="_CS_ShortDescription"> Use twice per encounter@Level 7 Improved Combined Attack </specific>
You gain one more use of combined attack per encounter, but you can still use it only once per turn.
</RulesElement>
  <RulesElement name="Level 5 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_10" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 5 </Category>
    <Flavor> The natural world grants its greatest bounty only to those willing to cultivate it, so you dedicate yourself to the growth of your primal magic and thereby develop increasingly powerful combat tactics. </Flavor>
    <specific name="Short Description"> Choose one daily power </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Powers"> ID_FMP_POWER_13517,ID_FMP_POWER_13518,ID_FMP_POWER_13519 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13517,ID_FMP_POWER_13518,ID_FMP_POWER_13519 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,daily,5,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 6 Sentinel Utility Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_11" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 6 </Category>
    <Flavor> Your pledge to keep your allies safe grants you a primal blessing, allowing you to channel even more mighty powers of protection and defense. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Powers"> ID_FMP_POWER_13520,ID_FMP_POWER_13521,ID_FMP_POWER_13522,ID_FMP_POWER_13520,ID_FMP_POWER_7393 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13520,ID_FMP_POWER_13521,ID_FMP_POWER_13522,ID_FMP_POWER_13520,ID_FMP_POWER_7393 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,utility,6,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Hear the Voice of Nature" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_12" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 7 </Category>
    <specific name="Level"> 7 </specific>
    <Flavor> From the time you channeled your first power, you were aware that the primal spirits see and hear all that goes on around them. With the proper incentives, the voices of those spirits can be coaxed from the animals and plants of the world, lending you insight into your surroundings. </Flavor>
    <specific name="Short Description"> Speak with nature 1/day </specific>
    <specific name="_CS_ShortDescription"> Speak with nature 1/day </specific>
    <rules />
Once per day during a short rest, you can ask up to three questions of nonhostile natural beasts and mundane plants (but not plant creatures) in your vicinity. The beasts and plants answer fully, but they are limited in their knowledge by their experiences and mobility. For example, a plant knows only about its immediate surroundings, and a fish can describe only what it has perceived in its watery environment.
</RulesElement>
  <RulesElement name="Level 7 Improved Combined Attack" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_13" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 7 </Category>
    <specific name="Level"> 7 </specific>
    <Flavor> You and your animal companion become even better at acting as one, fighting in concert to bring down your foes. </Flavor>
    <specific name="Short Description"> You can use combined attack three times per encounter. </specific>
    <specific name="_CS_ShortDescription"> Use three times per encounter@Level 11 Improved Combined Attack</specific>
    <rules>
      <modify name="Combined Attack" type="Power" field="Special" value="You can use combined attack three times per encounter, but only once per turn." />
    </rules>
You can use combined attack three times per encounter, but you can still use it only once per turn.
</RulesElement>
  <RulesElement name="Restore Life" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_14" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 8 </Category>
    <Flavor> This miraculous power calls on the primal spirits to shepherd the spirits of the dead back to the land of the living. The life energy of you and your allies binds the mortal wounds suffered by your fallen companion, enabling him or her to live once more. </Flavor>
    <specific name="Short Description"> You gain the restore life power. </specific>
    <specific name="Level"> 8 </specific>
    <specific name="Powers"> ID_FMP_POWER_13524 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13524 </specific>
    <specific name="_CS_ShortDescription"> Gain restore life power </specific>
    <rules>
      <grant name="ID_FMP_POWER_13524" type="Power" />
    </rules> 
You gain the restore life power.
</RulesElement>
  <RulesElement name="Restore Life" type="Power" internal-id="ID_FMP_POWER_13524" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>The restorative power of primal magic grants you mastery over life and death.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Melee 1</specific>
    <specific name="Requirement">You must use this power at the end of an extended rest.</specific>
    <specific name="Target">One creature that died no more than 24 hours ago</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">The target is restored to life with full hit points and healing surges. You lose four healing surges. Up to four allies (other than the target) within 5 squares of you can each take a free action to lose one healing surge in your place. Healing surges lost to this effect can't be regained until the character who lost the surge reaches three milestones or takes 3 extended rests.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level"></specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Level 9 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_15" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 9 </Category>
    <Flavor> As your mastery of primal magic grows, you continue to channel the strength of the natural world through your body and weapons. </Flavor>
    <specific name="Short Description"> Choose one daily power </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Powers"> ID_FMP_POWER_13525,ID_FMP_POWER_13526,ID_FMP_POWER_13527 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13525,ID_FMP_POWER_13526,ID_FMP_POWER_13527 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,daily,9,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 10 Sentinel Utility Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_16" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 10 </Category>
    <Flavor> At the height of the heroic tier, you gain an even stronger mastery of the primal magic of body and mind. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Powers"> ID_FMP_POWER_13528,ID_FMP_POWER_13529,ID_FMP_POWER_9667 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13528,ID_FMP_POWER_13529,ID_FMP_POWER_9667 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,utility,10,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
<RulesElement name="Paragon of the Natural Cycle" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_17" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_FMP_HYBRID_CLASS_894,13 </Category>
    <specific name="Level"> 13 </specific>
    <Flavor> Your mastery of your chosen weapon continues to improve, expressing itself in impressive displays of combat prowess. </Flavor>
    <specific name="_PARSED_CLASS_FEATURE"> ID_WOG_SENTINEL_CLASS_FEATURE_18, ID_WOG_SENTINEL_CLASS_FEATURE_19,ID_FMP_CLASS_FEATURE_4326</specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_18" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_1|ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_19" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_2|ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_2" />
	  <grant name="ID_FMP_CLASS_FEATURE_4326" type="Class Feature" requires="ID_FMP_TRAIT_PACKAGE_972"/>
    </rules>
You gain one of the following benefits, depending on the season you chose for your Acolyte of the Natural Cycle class feature. If you are a Hybrid Sentinel, this benefit does not apply until level 13.
Paragon of the Natural Cycle (Spring):
   *When you or your animal companion reduces a nonminion enemy to 0 hit points, you and your animal companion each regain 10 hit points.
Paragon of the Natural Cycle (Summer):
   *Your reach increases by 1 for melee weapon attacks.
Paragon of the Wastes:
   *Become insubstantial and shift up to 5 squares as an immediate reaction when you or your living zephyr companion first becomes bloodied.
</RulesElement>
  <RulesElement name="Paragon of the Natural Cycle (Spring)" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_18" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_17 </Category>
    <Flavor> As a druid of spring, your magic deals with life, rebirth, and endurance. In the spring, life arises from the deathlike slumber of winter. Your magic works in a similar way, harvesting vigor and strength from your enemy's demise. </Flavor>
    <specific name="Short Description"> Regain 10 hp with enemy death </specific>
    <specific name="_CS_ShortDescription"> Regain 10 hp with enemy death </specific>
    <rules>
      <modify name="ID_WOG_ANIMAL_ATTACK_1" type="Power" Field="Hit" value="1d8 + 2 + your Wisdom modifier + your Constitution modifier damage." />
      <modify name="Wolf Companion" type="Companion" Field="Damage" value="1d8 + 2" />
    </rules>
When you or your animal companion reduces a nonminion enemy to 0 hit points, you and your animal companion each regain 10 hit points.
</RulesElement>
  <RulesElement name="Paragon of the Natural Cycle (Summer)" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_19" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_17 </Category>
    <Flavor> Your connection to the primal spirits of summer grants you superior strength, and in battle, you seem to grow slightly. Primal magic flows into you, giving you greater stature and reach. </Flavor>
    <specific name="Short Description"> Melee reach +1 </specific>
    <specific name="_CS_ShortDescription"> Melee reach +1 </specific>
    <rules>
      <modify name="ID_WOG_ANIMAL_ATTACK_2" type="Power" Field="Hit" value="1d12 + 2 + your Wisdom modifier + your Constitution modifier damage." />
      <modify name="Bear Companion" type="Companion" Field="Damage" value="1d12 + 2" />
    </rules>
Your reach increases by 1 for melee weapon attacks.
</RulesElement>
  <RulesElement name="Level 15 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_20" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 15 </Category>
    <Flavor> Primal power floods through you in the heat of combat, granting your attacks a deadly potency. </Flavor>
    <specific name="Short Description"> Choose one daily power to replace the daily attack power you gained at 1st level. </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Powers"> ID_FMP_POWER_13533,ID_FMP_POWER_13534,ID_FMP_POWER_13535 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13533,ID_FMP_POWER_13534,ID_FMP_POWER_13535 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <replace name="Power Daily 15" powerswap="ID_FMP_CLASS_126,daily,15,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 1st level.
</RulesElement>
  <RulesElement name="Level 16 Sentinel Utility Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_21" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 16 </Category>
    <Flavor> The primal energy you channel grants increased powers of protection for you and your allies. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Powers"> ID_FMP_POWER_13537,ID_FMP_POWER_13538,ID_FMP_POWER_2737 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13537,ID_FMP_POWER_13538,ID_FMP_POWER_2737 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,utility,16,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
<RulesElement name="Animal Companion Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_22" source="Player Essentials: Heroes of the Forgotten Kingdoms">
	<Category>ID_FMP_HYBRID_CLASS_894,17</Category>
    <specific name="Level"> 17 </specific>
    <specific name="Short Description"> Gain animal companion power. </specific>
    <specific name="_CS_ShortDescription"> Gain companion encounter power </specific>
    <specific name="Powers"> ID_FMP_POWER_13540,ID_FMP_POWER_13541 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13540,ID_FMP_POWER_13541 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13540" type="Power" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_1||ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_1" />
      <grant name="ID_FMP_POWER_13541" type="Power" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_2||ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_1" />
	  <grant name="ID_FMP_CLASS_FEATURE_4328" type="Class Feature" requires="ID_FMP_TRAIT_PACKAGE_972"/>
    </rules>
You gain a power associated with your animal companion. If you are a Hybrid Sentinel, this benefit does not apply until level 17.
</RulesElement>
  <RulesElement name="Dire Wolf Knockdown" type="Power" internal-id="ID_FMP_POWER_13540" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_FREE_ACTION, ID_WOG_SENTINEL_CLASS_FEATURE_22</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>Your wolf companion's savage attack lets you lash out with power that knocks the wounded foe to the ground.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Encounter</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Free action </specific>
    <specific name="Attack Type">Close burst 5</specific>
    <specific name="Trigger">Your wolf animal companion hits an enemy with animal attack. The enemy must be within 5 squares of you.</specific>
    <specific name="Target">The enemy in the burst</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">The target falls prone</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level"></specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Dire Bear Stamina" type="Power" internal-id="ID_FMP_POWER_13541" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION, ID_WOG_SENTINEL_CLASS_FEATURE_22</Category>
    <Prereqs></Prereqs>
    <print-prereqs></print-prereqs>
    <Flavor>You instill vigor into your bear animal companion, allowing it to shrug off even the worst attacks.</Flavor>
    <specific name="Power Type">Utility</specific>
    <specific name="Power Usage">Encounter</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Druid Utility</specific>
    <specific name="Keywords">Primal</specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type">Close burst 5</specific>
    <specific name="Target">Your bear animal companion in the burst</specific>
    <specific name="Attack"></specific>
    <specific name="Hit"></specific>
    <specific name="Effect">The target gains resist 10 to all damage until the end of your next turn.</specific>
    <specific name="Special"></specific>
    <specific name="_Associated Feats" />
    <specific name="Class">ID_FMP_CLASS_126 </specific>
    <specific name="_SubClasses">ID_FMP_CLASS_779</specific>
    <specific name="Level"></specific>
    <specific name="Prerequisite"></specific>
    <specific name="_BasicAttack"></specific>
    <rules></rules>
  </RulesElement>
  <RulesElement name="Level 19 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_23" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 19 </Category>
    <Flavor> As you approach the height of the paragon tier, you tap into levels of primal power denied to all but the most dedicated heroes. </Flavor>
    <specific name="Short Description"> Choose one daily power to replace the daily attack power you gained at 5th level. </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Powers"> ID_FMP_POWER_13542,ID_FMP_POWER_13543,ID_FMP_POWER_13544 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13542,ID_FMP_POWER_13543,ID_FMP_POWER_13544 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <replace name="Power Daily 19" powerswap="ID_FMP_CLASS_126,daily,19,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 5th level.
</RulesElement>
  <RulesElement name="Level 22 Sentinel Utility Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_24" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 22 </Category>
    <Flavor> The epic power of the primal spirits is opened up to you, letting you draw on the most ancient and formidable magic of the natural world. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Powers"> ID_FMP_POWER_9690,ID_FMP_POWER_13548 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_9690,ID_FMP_POWER_13548 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_126,utility,22,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Timeless Body" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_25" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>23</Category>
    <specific name="Level"> 23 </specific>
    <Flavor> You have become so attuned with the natural world that you become a force as everlasting as it is. Like earth, water, and sky, you endure the endless transition of the seasons. </Flavor>
    <specific name="Short Description"> You don't age and are immune to disease your level and lower </specific>
    <specific name="_CS_ShortDescription"> Don't age &amp; immune to diseases your level &amp; lower</specific>
    <rules>
      <modify name="ID_WOG_ANIMAL_ATTACK_1" type="Power" Field="Hit" value="2d8 + 4 + your Wisdom modifier + your Constitution modifier damage." />
      <modify name="ID_WOG_ANIMAL_ATTACK_2" type="Power" Field="Hit" value="2d12 + 4 + your Wisdom modifier + your Constitution modifier damage." />
      <modify name="Wolf Companion" type="Companion" Field="Damage" value="2d8 + 4" />
      <modify name="Bear Companion" type="Companion" Field="Damage" value="2d12 + 4" />
    </rules>
You no longer age, and you gain immunity to all diseases of your level or lower
</RulesElement>
  <RulesElement name="Level 25 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_26" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 25 </Category>
    <Flavor> As you establish the supremacy of your knowledge and focus, the most powerful primal spirits know your name. With their strength behind you, you become an even more formidable presence on the battlefield. </Flavor>
    <specific name="Short Description"> Choose one daily power to replace the daily attack power you gained at 9th level. </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Powers"> ID_FMP_POWER_13549,ID_FMP_POWER_13550 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13549,ID_FMP_POWER_13550 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <replace name="Power Daily 25" powerswap="ID_FMP_CLASS_126,daily,25,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 9th level.
</RulesElement>
<RulesElement name="Nature's Bounty" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_27" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category>ID_FMP_HYBRID_CLASS_894,27</Category>
    <specific name="Level"> 27 </specific>
    <Flavor> Just as the fold of many lands look to you and your allies as guardians, so too do your allies depend on your protection. Your focus on one of the four seasons lets you channel your protective power to your companions' advantage. </Flavor>
    <specific name="_PARSED_CLASS_FEATURE"> ID_WOG_SENTINEL_CLASS_FEATURE_28, ID_WOG_SENTINEL_CLASS_FEATURE_29, ID_FMP_CLASS_FEATURE_4329</specific>
    <specific name="Short Description" />
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_28" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_1||ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_29" type="Class Feature" requires="ID_WOG_SENTINEL_TRAIT_PACKAGE_2||ID_CDJ_HYBRID_SENTINEL_TRAIT_PACKAGE_1" />
	  <grant name="ID_FMP_CLASS_FEATURE_4329" type="Class Feature" requires="ID_FMP_TRAIT_PACKAGE_972"/>
    </rules>
Whenever you use your second wind, choose one ally within 10 squares of you. That ally gains a benefit determined by the season you chose for your Acolyte of the Natural Cycle class feature. If you are a Hybrid Sentinel, this benefit does not apply until level 27.
Spring Bounty:
   *Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains resist 10 to all damage until the end of your next turn.
Summer Bounty:
   *Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains a +5 power bonus to damage rolls until the end of your next turn.
Druid of the Wastes:
   *After using second wind, an ally within 10 squares of you can end any ongoing damage and gains partial concealment
</RulesElement>
  <RulesElement name="Spring Bounty" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_28" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_27 </Category>
    <specific name="Short Description"> When you use second wind, ally within 10 gets resist 10. </specific>
    <specific name="_CS_ShortDescription"> When you use second wind: ally gains resist 10 </specific>
Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains resist 10 to all damage until the end of your next turn
</RulesElement>
  <RulesElement name="Summer Bounty" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_29" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_WOG_SENTINEL_CLASS_FEATURE_27 </Category>
    <specific name="Short Description"> When you use second wind, ally within 10 gets damage bonus. </specific>
    <specific name="_CS_ShortDescription"> When you use second wind: ally gains damage bonus </specific>
Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains a +5 power bonus to damage rolls until the end of your next turn.
</RulesElement>
  <RulesElement name="Level 29 Sentinel Daily Power" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_30" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 29 </Category>
    <Flavor> You are the chosen champion of the primal spirits, channeling the power that has defended the world since the beginning of time. </Flavor>
    <specific name="Short Description"> Choose one daily power to replace the daily attack power you gained at 15th level. </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Powers"> ID_FMP_POWER_13551,ID_FMP_POWER_13552 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13551,ID_FMP_POWER_13552 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <replace name="Power Daily 29" powerswap="ID_FMP_CLASS_126,daily,29,!ID_FMP_CATEGORY_50" />
    </rules>
You gain one of the following powers of your choice. This new power replaces the daily attack power you gained at 15th level.
</RulesElement>
  <RulesElement name="Healing Word (Druid)" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_31" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 1 </Category>
    <specific name="Level"> 1 </specific>
    <Flavor> One of the earliest powers mastered by many druids, healing word allows your primal magic to heal even the most grievous wounds. </Flavor>
    <specific name="Short Description"> Gain the healing word power. </specific>
    <specific name="_CS_ShortDescription"> Gain healing word power </specific>
    <rules>
      <grant name="ID_FMP_POWER_1455" type="Power" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Display" value="Druid 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="Encounter" />
      <modify name="ID_FMP_POWER_1455" type="Power" Field="Class" value="ID_FMP_CLASS_126" />
      <grant name="ID_INTERNAL_COUNTSASFEATURE_HEALING_WORD" type="CountsAsFeature" />
    </rules>
    <specific name="Powers"> ID_FMP_POWER_1455 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1455 </specific>
You gain the healing word power.
</RulesElement>
  <RulesElement name="Sentinel Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_SENTINEL_IMPLEMENTS" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <specific name="_SupportsID"> ID_FMP_CLASS_779 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(TOTEM)" type="Proficiency" />
    </rules>
  </RulesElement>
  <!-- Sentinel Class -->
  <RulesElement name="Sentinel" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_SENTINEL" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <specific name="_SupportsID"> ID_FMP_CLASS_779 </specific>
You count as a sentinel for meeting prerequisites.
</RulesElement>
  <RulesElement name="Sentinel" type="Class" internal-id="ID_FMP_CLASS_779" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <specific name="Key Abilities"> Wisdom, Constitution </specific>
    <specific name="Implements"> Staffs, totems </specific>
    <specific name="Armor Proficiencies"> Cloth, leather, hide; light shields </specific>
    <specific name="Weapon Proficiencies"> Simple melee, simple ranged </specific>
    <specific name="Bonus to Defense"> +2 Fortitude </specific>
    <specific name="Hit Points at 1st Level"> 12+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 5 </specific>
    <specific name="Healing Surges"> 7+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Nature. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis) </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Acolyte of the Natural Cycle, Animal Companion, Combined Attack, Druid Wilderness Knacks, Healing Word (Druid), Level 1 Sentinel At-Will Power, Level 1 Sentinel Daily Power, Primal Guardian (Sentinel), Level 2 Sentinel Utility Power, Level 3 Improved Combined Attack, Level 5 Sentinel Daily Power, Level 6 Sentinel Utility Power, Hear the Voice of Nature, Level 7 Improved Combined Attack, Restore Life, Level 9 Sentinel Daily Power, Level 10 Sentinel Utility Power, Paragon of the Natural Cycle, Level 15 Sentinel Daily Power, Level 16 Sentinel Utility Power, Animal Companion Power, Level 19 Sentinel Daily Power, Level 22 Sentinel Utility Power, Timeless Body, Level 25 Sentinel Daily Power, Nature's Bounty, Level 29 Sentinel Daily Power </specific>
    <specific name="Role"> Leader. You wield the magic of the natural world, using your connection to the primal spirits to tend the wounds of your allies and lead them to victory. </specific>
    <specific name="Power Source"> Primal. As a sentinel, you use primal power to shelter your allies and defeat those that would disrupt the balance of the natural world. </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_2 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_4 </specific>
    <specific name="Short Description"> You want to play a weapon-wielding master of primal magic who has an animal companion. </specific>
    <specific name="_ParentClass"> ID_FMP_CLASS_126 </specific>
    <specific name="Trait Package"> Druid of Spring, Druid of Summer </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_SENTINEL" type="Grants" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_126 (ID_FMP_CLASS_779)" />
      <statadd name="_LEVEL-ONE-HPS" value="+12" />
      <statadd name="_PER-LEVEL-HPS" value="+5" />
      <statadd name="Healing Surges" value="+7" />
      <statadd name="Fortitude Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="3" Category="ID_FMP_CLASS_126" />
    </rules>
The world experiences perpetual cycles of life, death, and rebirth. The four seasons are signposts that mark the world's progress through time, each with its own recognizable traits. The mortal races have learned to live in harmony with this cycle, using the bounty of spring, summer, and autumn to enable them to endure the desolation of winter. In you, that harmony manifests itself in a special way. You have learned to harness the greatest power of the natural world: that of primal magic.
     Druids are guardians of the world. They provide guidance to the common folk and tend to villages, towns, and vast stretches of unspoiled land in the same way that a gardener keeps watch over his flowers and vegetables. A druid works to ensure that the natural order remains strong. A wise druid allows a band of hunting goblins to gather food and game for their survival. But if those same goblins wreak havoc purely for the joy of destruction, the druid calls upon primal magic to smite and scatter them. As long as creatures live within the cycle of nature, a druid lives and lets live.
     Druids provide guidance and protection to farmers, wild animals, and plants in equal measure. In a druid's eyes, all living creatures have the same right to live within the world. A druid might help a village plant crops, but then turn against the villagers if they hunt to near extinction the wolves that prey on their cattle. Balance is the key to maintaining nature's integrity.
</RulesElement>
  <RulesElement name="Sentinel" type="Grants" internal-id="ID_INTERNAL_GRANTS_SENTINEL" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <specific name="_SupportsID"> ID_FMP_CLASS_779 </specific>
    <rules>
      <grant name="ID_FMP_ROLE_2" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_4" 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_SHIELD_PROFICIENCY_(LIGHT)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" type="Proficiency" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_0" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_1" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_2" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_3" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_4" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_5" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_6" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_7" type="Class Feature" Level="1" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_8" type="Class Feature" Level="2" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_9" type="Class Feature" Level="3" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_10" type="Class Feature" Level="5" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_11" type="Class Feature" Level="6" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_12" type="Class Feature" Level="7" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_13" type="Class Feature" Level="7" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_14" type="Class Feature" Level="8" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_15" type="Class Feature" Level="9" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_16" type="Class Feature" Level="10" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_1_PARAGON" type="Class Feature" Level="11" requires="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_ADVANCEMENT" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_17" type="Class Feature" Level="13" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_20" type="Class Feature" Level="15" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_21" type="Class Feature" Level="16" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_22" type="Class Feature" Level="17" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_23" type="Class Feature" Level="19" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_1_EPIC" type="Class Feature" Level="21" requires="ID_WOG_SENTINEL_CLASS_FEATURE_KNACK_ADVANCEMENT" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_24" type="Class Feature" Level="22" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_25" type="Class Feature" Level="23" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_26" type="Class Feature" Level="25" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_27" type="Class Feature" Level="27" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_30" type="Class Feature" Level="29" />
      <grant name="ID_WOG_SENTINEL_CLASS_FEATURE_31" type="Class Feature" Level="1" />
      <grant name="ID_INTERNAL_SKILL_TRAINING_NATURE" type="Skill Training" />
      <grant name="ID_INTERNAL_GRANTS_SENTINEL_IMPLEMENTS" type="Grants" />
      <grant name="ID_INTERNAL_INTERNAL_ESSENTIALS_CLASS" type="Internal" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_SENTINEL" type="CountsAsClass" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_DRUID" type="CountsAsClass" />
    </rules>
  </RulesElement>
  <!-- Steadfast Sentinel Path -->
  <RulesElement name="Steadfast Sentinel" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_782" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Prereqs> Sentinel </Prereqs>
    <print-prereqs> Sentinel</print-prereqs>
    <specific name="Class Features"> ID_DBB_CLASS_FEATURE_4567891, ID_DBB_CLASS_FEATURE_4567892, ID_DBB_CLASS_FEATURE_4567893, ID_DBB_CLASS_FEATURE_4567894, ID_DBB_CLASS_FEATURE_4567895, ID_DBB_CLASS_FEATURE_4567896</specific>
    <specific name="Powers"> ID_FMP_POWER_13532,ID_FMP_POWER_13536,ID_FMP_POWER_13546 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13532,ID_FMP_POWER_13536,ID_FMP_POWER_13546 </specific>
    <rules>
      <grant type="Class Feature" name="ID_DBB_CLASS_FEATURE_4567891" level="11" />
      <grant type="Class Feature" name="ID_DBB_CLASS_FEATURE_4567892" level="11" />
      <grant type="Class Feature" name="ID_DBB_CLASS_FEATURE_4567893" level="11" />
      <grant type="Class Feature" name="ID_DBB_CLASS_FEATURE_4567894" level="12" />
      <grant type="Class Feature" name="ID_DBB_CLASS_FEATURE_4567895" level="16" />
      <grant type="Class Feature" name="ID_DBB_CLASS_FEATURE_4567896" level="20" />
    </rules>
You have now unlocked many secrets of primal magic, and in battle you and your animal companion are a fierce pair. Your mastery of primal magic grows ever stronger as you progress through this new tier.
You are now a caretaker for the land as a whole, a guardian of the natural world against incursions from other planes. Using the magic of a thousand faces, you wander the land in many guises, your primal magic sustaining your allies and draining your foes.
</RulesElement>
  <RulesElement name="Level 11 Improved Combined Attack" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_4567891" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 11 </Category>
    <Flavor> With each battle you see through to the end, the signature combat move you practice with your animal companion becomes a more integral part of your tactics. </Flavor>
    <specific name="Short Description"> You can use combined attack four times per encounter. </specific>
    <specific name="_CS_ShortDescription"> Use four times per encounter </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <modify name="Combined Attack" type="Power" field="Special" value="You can use combined attack four times per encounter, but only once per turn." />
    </rules>
You may use the combined attack power four times per encounter, but you can still use it only once per turn.
</RulesElement>
  <RulesElement name="Sentinel's Action" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_4567892" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 11 </Category>
    <Flavor>When you push beyond your limits, the primal magic you channel spills over to help your allies get back in the fight </Flavor>
    <specific name="Short Description">Ally shifts with your action point </specific>
    <specific name="_CS_ShortDescription"> Ally shifts free on your action point </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="When you spend an action point to take an extra action, you or one ally within 5 squares of you can shift up to his or her speed as a free action before or after you take the extra action. During the move, the character ignores difficult terrain." />
    </rules>
When you spend an action point to take an extra action, you or one ally within 5 squares of you can shift up to his or her speed as a free action before or after you take the extra action. During the move, the character ignores difficult terrain.
</RulesElement>
  <RulesElement name="Landwalker" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_4567893" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 11 </Category>
    <Flavor>As you follow the path of the steadfast sentinel, you become even more connected to the natural world. By sensing every rock, every crevasse, every gust of wind, every patch of brush and grass that surrounds you, you can easily avoid such hindrances.</Flavor>
    <specific name="Short Description">Ignore difficult terrain</specific>
    <specific name="_CS_ShortDescription"> Ignore difficult terrain </specific>
    <specific name="Level"> 11 </specific>
    <rules></rules>
You ignore difficult terrain.
</RulesElement>
  <RulesElement name="Bounty of Spring" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_4567894" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 12 </Category>
    <Flavor> Your connection to the land draws you ever deeper into the everlasting cycle of growth and fulfillment that is the hallmark of all living things. By calling on the spirits of the land, you bind them and their revitalizing energy to your allies, letting those companions experience your connection to the world.</Flavor>
    <specific name="Short Description">Gain bounty of spring power</specific>
    <specific name="_CS_ShortDescription"> Gain bounty of spring power </specific>
    <specific name="Level"> 12 </specific>
    <rules>
      <grant type="Power" name="ID_FMP_POWER_13532" />
    </rules>
  You gain the bounty of spring power.
</RulesElement>
  <RulesElement name="Bounty of Spring" type="Power" internal-id="ID_FMP_POWER_13532" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_DBB_CLASS_FEATURE_4567894,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_456789,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Prereqs></Prereqs>
    <Flavor>The primal spirits grant you and your allies a healing boon.</Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display">Steadfast Sentinel Utility 12 </specific>
    <specific name="Keywords">Healing, Primal </specific>
    <specific name="Action Type"> Minor</specific>
    <specific name="Attack Type">Close burst 10</specific>
    <specific name="Target">You and one ally in the burst </specific>
    <specific name="Effect">Until the end of the encounter, each target has regeneration 5 while bloodied. As a minor action, a target can end this regeneration on himself or herself to spend a healing surge and regain additional hit points equal to your Wisdom modifier.</specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_782 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="A Thousand Faces" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_4567895" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Prereqs></Prereqs>
    <Category> 16 </Category>
    <Flavor>When the primal spirits manifest, they take on an ever-changing array of forms and faces. By channeling their power, you  gain a degree of this same mastery over your physical features.</Flavor>
    <specific name="Short Description">Gain a thousand faces power</specific>
    <specific name="_CS_ShortDescription"> Gain a thousand faces power </specific>
    <specific name="Level"> 16 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13536" type="Power" />
    </rules>
You gain the power a thousand faces.  
</RulesElement>
  <RulesElement name="A Thousand Faces" type="Power" internal-id="ID_FMP_POWER_13536" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_DBB_CLASS_FEATURE_4567895,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_PARAGON_PATH_456789,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Prereqs></Prereqs>
    <Flavor>Your face and form shift to take on the appearance of another creature flawlessly.</Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display">Steadfast Sentinel Utility 16 </specific>
    <specific name="Keywords">Polymorph, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type">Personal</specific>
    <specific name="Target"></specific>
    <specific name="Effect">You alter your physical form to take on the appearance of any humanoid of your size category. You retain your game statistics in your new form. You can also transform the physical appearance of your clothing, armor, and possessions, though they must remain present and maintain the same general shape. For example, you could make your bejeweled scimitar look like a rusted relic, but you could not make it appear to be a backpack or cause it to disappear. Your new form lasts until you use this power again or until you end it as a free action.
Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check. You gain a +5 bonus to your check.</specific>
    <specific name="Special">You can use this power only once per round</specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_782 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Verdant Harmony" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_4567896" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> 20 </Category>
    <Flavor>At the apex of the paragon tier, you and your allies are embraced as kindred beings by the primal spirits of nature. Your foes become nature's foes and they cannot shake off the wrath that the primal spirits bring to bear.</Flavor>
    <specific name="Short Description">Gain the verdant harmony power</specific>
    <specific name="_CS_ShortDescription"> Gain the verdant harmony power </specific>
    <specific name="Level"> 20 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13546" type="Power" />
    </rules>
You gain the verdant harmony power.
</RulesElement>
  <RulesElement name="Verdant Harmony" type="Power" internal-id="ID_FMP_POWER_13546" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_DBB_CLASS_FEATURE_4567896,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_456789,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 </Category>
    <Prereqs></Prereqs>
    <Flavor>You and those around you take advantage of your harmony with nature, even as the fury of the primal spirits scours your foes.</Flavor>
    <specific name="Power Usage">Daily</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Steadfast Sentinel Attack 20 </specific>
    <specific name="Keywords">Aura, Necrotic, Primal </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type">Personal</specific>
    <specific name="Target"></specific>
    <specific name="Effect">You activate an aura 2 that lasts until the end of the encounter. While in the aura, you and your allies ignore difficult terrain, and each of you gains a +5 power bonus to his or her healing surge value. Any enemy in the aura that hits or misses with an attack takes 10 necrotic damage. An enemy can take this damage only once per turn.</specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_782 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Wild Shape Update -->
  <RulesElement name="Wild Shape" type="Power" internal-id="ID_FMP_POWER_5032" source="Player's Handbook 2,Player's Handbook 3" revision-date="11/05/2010 00:00:00 AM">
    <Prereqs> Unselectable </Prereqs>
    <Flavor> You assume an aspect of the Primal Beast or return to your humanoid form. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Druid Feature  </specific>
    <specific name="Keywords"> Polymorph, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
	You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
	You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. </specific>
    <specific name="Special"> You can use this power once per round. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_766 </specific>
  </RulesElement>
  <!-- Druid Paragon Path, Dragon 394 -->
  <RulesElement name="Formless Predator" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_804" source="Dragon Magazine 394" revision-date="x/x/x">
    <Prereqs> Wild Shape class feature </Prereqs>
    <print-prereqs> Wild Shape class feature </print-prereqs>
    <Flavor> They change into one form at a time. I change into many all at once. </Flavor>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3504, ID_FMP_CLASS_FEATURE_3506, ID_FMP_CLASS_FEATURE_3507,ID_FMP_CLASS_FEATURE_3505 </specific>
    <specific name="Powers"> ID_FMP_POWER_13753,ID_FMP_POWER_13755,ID_FMP_POWER_13754 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13753,ID_FMP_POWER_13755,ID_FMP_POWER_13754 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3504" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3505" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3506" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3507" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_13753" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_13755" type="Power" Level="12" />
      <grant name="ID_FMP_POWER_13754" type="Power" Level="20" />
    </rules>
  You desired more fluidity of form and motion than what the masters taught you, so you reached out to a creature you knew would grant the abilities you seek. By claiming the chaos beast as your totem creature, you can take its form, and, in doing so, the form of any shape that its aberrant mind could imagine. Chaos beasts continually change form, and their strength comes from inflicting changes upon their unwilling foes. In taking their form, such as it is, you grow more powerful. Your body does not move like other creatures. You gain the upper hand by warping your limbs and contorting your joints in unnatural ways, leaving your enemies unable to predict your attacks.
</RulesElement>
  <RulesElement name="Jagged Metamorphosis" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3504" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> +4 to damage rolls the first time you wild shape each encounter. </specific>
    <specific name="Level"> 11 </specific>
  You become deadlier in the moments that you change your form. The first time you use wild shape each encounter, you gain a +4 bonus to damage rolls until the start of your next turn.
</RulesElement>
  <RulesElement name="Aberrant Form" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3505" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Your wild shape may appear as an aberrant creature. </specific>
    <specific name="Level"> 11 </specific>
  When you use wild shape to assume beast form, you can choose to resemble an aberrant creature rather than a natural beast.
</RulesElement>
  <RulesElement name="Reinstating Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3506" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Whenever you spend an action point, end one effect and shift 1. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="When you spend an action point to take an extra action, you can also end one effect on you. You may also shift 1 square before or after the extra action." />
    </rules>
  When you spend an action point to take an extra action, you can also end one effect on you. You may also shift 1 square before or after the extra action.
</RulesElement>
  <RulesElement name="Fluid Form" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3507" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> One at-will power gains the Beast Form keyword </specific>
    <specific name="Level"> 16 </specific>
    <rules>
      <select type="Power" number="1" category="at-will" existing="true" />
      <modify Field="Keywords" list-addition="Beast Form" />
    </rules>
  Your ability to switch between chaotic forms allows you a unique balance between beast form and humanoid form. Choose a 1st-level at-will attack power that you know. That power gains the beast form keyword while you are in beast form.
</RulesElement>
  <RulesElement name="Undulating Pseudopod" type="Power" internal-id="ID_FMP_POWER_13753" source="Dragon Magazine 394" revision-date="x/x/x">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_804,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Formless Predator </Prereqs>
    <Flavor> As you flow across the battlefield, a pseudopod briefly forms on your body, reaching out to confound an enemy. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Formless Predator Attack 11 </specific>
    <specific name="Keywords"> Psionic, Primal, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee touch </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> You shift your speed. You may make the following attack at any point during this movement. </specific>
    <specific name=" Attack"> Wisdom vs. Reflex </specific>
    <specific name=" Hit">  3d8 + Dexterity or Wisdom modifier damage, and the target is dazed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_804 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Amorphous Return" type="Power" internal-id="ID_FMP_POWER_13755" source="Dragon Magazine 394" revision-date="x/x/x">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_804,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_NO_ACTION,12 </Category>
    <Prereqs> Formless Predator </Prereqs>
    <Flavor> Nothing can force you into a specific form for long. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Formless Predator Utility 12 </specific>
    <specific name="Keywords"> Primal, Psionic </specific>
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Trigger"> You start your turn and are affected by a polymorph effect or an effect that is petrifying you. </specific>
    <specific name="Effect"> You end the effect, and you gain 10 temporary hit points. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_804 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Touch of Dissolution" type="Power" internal-id="ID_FMP_POWER_13754" source="Dragon Magazine 394" revision-date="x/x/x">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_804,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_35,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Prereqs> Formless Predator </Prereqs>
    <Flavor> With a single touch, your foe's body dissolves into a proto-plasmic form. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Formless Predator Attack 20 </specific>
    <specific name="Keywords"> Primal, Psionic, Implement, Polymorph, Beast Form </specific>
    <specific name="Action Type"> Standard Action   </specific>
    <specific name="Attack Type"> Melee touch </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 4d10 + Dexterity or Wisdom modifier damage, and the target is blinded and takes ongoing 15 damage (save ends both). </specific>
    <specific name=" Each Failed Save"> The ongoing damage increases by 5. </specific>
    <specific name="Miss"> Half damage, and the target is blinded and takes ongoing 5 damage (save ends both). </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_804 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Druid Powers, Dragon #396 -->
  <RulesElement name="Elemental Passage" type="Power" internal-id="ID_FMP_POWER_14070" source="Dragon Magazine 396" revision-date="8/27/2010 11:28:55 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 </Category>
    <Flavor> You step sideways and disappear. Your return brings with it screaming winds and flickering flames, roaring waves and trembling earth. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Druid Utility 22 </specific>
    <specific name="Keywords"> Primal, Elemental </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You are removed from play until the start of your next turn. When you return to play, first roll a d4 to determine one of the additional effects below that occurs when you reappear. You then reappear in an unoccupied space within 10 squares of the space you last occupied.
1. Air: You can pull each creature within 3 squares of you up to 2 squares.
2. Earth: Each square within 2 squares of you becomes difficult terrain until the end of the encounter.
3. Fire: Each creature adjacent to you gains vulnerable 5 fire until the end of your next turn.
4. Water: You can push each creature adjacent to you up to 2 squares. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Summon Elemental Warrior" type="Power" internal-id="ID_FMP_POWER_14071" source="Dragon Magazine 396" revision-date="8/27/2010 11:32:41 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,25 </Category>
    <Flavor> An elemental being forms at your command, its raw, violent nature only just constrained by your will. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Druid Attack 25 </specific>
    <specific name="Keywords"> Elemental, Primal, Summoning </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You summon a Large elemental warrior in unoccupied squares within range. The elemental is a type you choose: air, earth, fire, or water. The creature is an ally to you and your allies.  As a standard action, you may have the warrior make a melee 2 attack at your level + 5 vs Reflex dealing 2d8 of the appropriate type damage that marks the target until the end of your next turn.  The elemental may also attack a marked enemy who triggers an opportunity actions once per round using your opportunity action. See additional details of each type below, otherwise all normal summoning rules (HP, defenses, etc) apply. </specific>
    <specific name=" Water"> Speed 6, swim 6; On a hit, deal an additional 1d8 damage and the elemental pushes the target up to 2 squares and knocks it prone. </specific>
    <specific name=" Air"> Fly speed 10; On a hit, the target is immobilized and takes ongoing 10 damage (save ends both). This effect ends the moment the target is more than 2 squares away from the elemental. </specific>
    <specific name=" Fire"> Speed 8, fly 4 (clumsy); On a hit, The target also takes ongoing 10 fire damage (save ends). The elemental can shift 1 square. </specific>
    <specific name=" Earth"> Speed 5, burrow 5; On a hit, one enemy adjacent to the target takes damage equal to 10 + your Wisdom modifier. The target cannot shift until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Master Hierophant Druid Epic Destinty, Dragon 396 -->
  <RulesElement name="Master Hierophant" type="Epic Destiny" internal-id="ID_FMP_EPIC_DESTINY_845" source="Dragon Magazine 396" revision-date="3/29/2011 3:04:08 PM">
    <Prereqs> 21st level, druid </Prereqs>
    <print-prereqs> 21st level, druid </print-prereqs>
    <Flavor> You have perfected the blending of elemental and primal magic. </Flavor>
    <specific name="Immortality"> Immortality
Your extensive use of elemental power exacts a terrible price. What you once thought was a boon born from an understanding of the world's true nature reveals itself to be a curse. Your mortal form becomes compromised as ancient forces that seek entry into the world try to use you as their vessel.
	Exile and Rebirth: Realizing the risk you pose to the natural world, you withdraw from it as far as you can—deep into the Astral Sea. After ages spent sailing the shimmering sea, the elemental energy contained within you finally slips free, transforming you into the primordial power you were destined to become. In this form, raw chaos bleeds from you and surrounds you with a swirling maelstrom. In time, you divide yourself until each mood, hope, and fear becomes distinct. As new versions of you appear in this primordial substance, each claims a share of the protoplasm, shaping it into matter until a new world is born. Thus you germinate the seeds that will become a new reality born from your mortal achievements. Someday it might resemble the world you left behind, or it could be unique in the multiverse. </specific>
    <specific name="Power Name" />
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3814, ID_FMP_CLASS_FEATURE_3815, ID_FMP_CLASS_FEATURE_3816 </specific>
    <specific name="Powers"> ID_FMP_POWER_14072 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14072 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3814" type="Class Feature" Level="21" />
      <grant name="ID_FMP_CLASS_FEATURE_3815" type="Class Feature" Level="24" />
      <grant name="ID_FMP_CLASS_FEATURE_3816" type="Class Feature" Level="30" />
      <grant name="ID_FMP_POWER_14072" type="Power" Level="26" />
    </rules>
Your fate is to peer through the veil of worlds and see reality as it truly is, to behold the wonder and splendor of creation and mold it in whatever way you desire. You have always sensed the inherent possibility in your surroundings, always sensed the energy that wells up from rocks and trees, wind and rain. At one time, you thought such power belonged to the spirit world. The more you studied, the more you realized that the spirits are only one part of a much grander story that began when the primordials merged form with substance. 
	This realization has helped you to harness the latent energy in all things, to call it forth, and to use it as you will. You realize that such knowledge is dangerous: Its reckless exploitation could complete the task the primordials began so long ago—that of unraveling the fabric of creation. It falls to you to husband your knowledge, to keep it safe and carry it with you until the end of your days.
	As a Master Hierophant, you have perfected the blending of elemental and primal magic. One feeds into the other, and their fusion energizes a great cycle through which you can transcend your mortality and become something greater. Fire and wind, earth and water are yours to command. They serve you as you carve your name in history. As you progress up the ladder of knowledge, exposure to elemental power slowly changes you; your mortality is stripped away until you become something akin to the primordials of old.
   </RulesElement>
  <RulesElement name="Epic Insight" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3814" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 21 </Category>
    <Prereqs> 21st level, druid </Prereqs>
    <specific name="Short Description"> Increase Wisdom and any other score by 2, learn Primordial </specific>
    <specific name="Level"> 21 </specific>
    <rules>
      <select type="Class Feature" number="1" Category="Epic Insight" />
      <statadd name="Wisdom" value="+2" />
      <grant name="ID_FMP_LANGUAGE_6" type="Language" />
    </rules>
Your understanding about reality and its characteristics transcends mortal limits and opens your mind to new possibilities.  Increase your Wisdom and any one other ability score by 2.  You also gain the ability to speak, read and write Primordial if you do not do so already.
   </RulesElement>
  <RulesElement name="Epic Transcendence" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3815" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 24 </Category>
    <Prereqs> 21st level, druid </Prereqs>
    <specific name="Short Description"> Gain regen 5 during suspended animation; stop aging and become immune to disease </specific>
    <specific name="Level"> 24 </specific>
You are immune to disease. You also stop aging. Time cannot kill you, though injury might. Unless some calamity befalls you, you retain your present age and appearance.
Finally, once per encounter as a minor action, you can speed your recovery by placing your body into a state of suspended animation. While in suspended animation, you are unconscious, have regeneration 5 while bloodied, and can make saving throws at both the start and the end of your turns. Your suspended animation ends at the end of the encounter or when you choose to end it at the end of your turn.
   </RulesElement>
  <RulesElement name="Elemental Ascension" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3816" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 30 </Category>
    <Prereqs> 21st level, druid </Prereqs>
    <specific name="Short Description"> Improve Elemental Transmogrification and regain 50 HP when reduced to 0 HP. </specific>
    <specific name="Level"> 30 </specific>
When you use elemental transmogrification, choose two elemental forms and gain the benefits from both. In addition, the first time each day you drop below 1 hit point, you regain 50 hit points.
   </RulesElement>
  <RulesElement name="Epic Insight Strength" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EPIC_INSIGHT_STRENGTH" source="Dragon Magazine 396">
    <Category> Epic Insight </Category>
    <specific name="Short Description"> +2 to your Strength </specific>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3814 </specific>
    <rules>
      <statadd name="Strength" value="+2" />
    </rules>
Add +2 to your Strength.
   </RulesElement>
  <RulesElement name="Epic Insight Constitution" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EPIC_INSIGHT_CONSTITUTION" source="Dragon Magazine 396">
    <Category> Epic Insight </Category>
    <specific name="Short Description"> +2 to your Consititution </specific>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3814 </specific>
    <rules>
      <statadd name="Constitution" value="+2" />
    </rules>
Add +2 to your Consitution.
   </RulesElement>
  <RulesElement name="Epic Insight Dexterity" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EPIC_INSIGHT_DEXTERITY" source="Dragon Magazine 396">
    <Category> Epic Insight </Category>
    <specific name="Short Description"> +2 to your Dexterity </specific>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3814 </specific>
    <rules>
      <statadd name="Dexterity" value="+2" />
    </rules>
Add +2 to your Dexterity.
   </RulesElement>
  <RulesElement name="Epic Insight Intelligence" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EPIC_INSIGHT_INTELLIGENCE" source="Dragon Magazine 396">
    <Category> Epic Insight </Category>
    <specific name="Short Description"> +2 to your Intelligence </specific>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3814 </specific>
    <rules>
      <statadd name="Intelligence" value="+2" />
    </rules>
Add +2 to your Intelligence.
   </RulesElement>
  <RulesElement name="Epic Insight Charisma" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EPIC_INSIGHT_CHARISMA" source="Dragon Magazine 396">
    <Category> Epic Insight </Category>
    <specific name="Short Description"> +2 to your Charisma </specific>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_3814 </specific>
    <rules>
      <statadd name="Charisma" value="+2" />
    </rules>
Add +2 to your Charisma.
   </RulesElement>
  <RulesElement name="Elemental Transmogrification" type="Power" internal-id="ID_FMP_POWER_14072" source="Dragon Magazine 396" revision-date="8/27/2010 11:32:41 AM">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_EPIC_DESTINY_845,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,26 </Category>
    <Flavor> Your body sloughs away to reveal an elemental monster of incredible power. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Master Hierophant Utility 26 </specific>
    <specific name="Keywords"> Elemental, Primal, Polymorph </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You assume the form of a Huge elemental. You push any creature adjacent to you up to 2 squares to make room for your transformation. Your equipment becomes part of your elemental form. You continue to gain the benefits of the equipment you wear and carry and can use the properties and powers of any magic items that you wear or carry.
	  When you assume this form, choose one of the following elements. Your choice determines the benefits you gain from this transformation. </specific>
    <specific name=" Water"> You gain a swim speed of 6 and are considered an aquatic creature, letting you breathe underwater and granting you a +2 bonus to attack rolls against nonaquatic creatures while in aquatic combat. Also, whenever you take damage from an enemy attack, you can slide each enemy adjacent to you 1 square. </specific>
    <specific name=" Air"> Your speed drops to 0 and you gain a fly speed of 10 (hover). Whenever you are not adjacent to an enemy at the start of your turn, you become invisible until the end of your next turn or until you attack. </specific>
    <specific name=" Fire"> : You gain a +4 bonus to speed and a fly speed of 6 (clumsy). Whenever you take damage from an enemy attack, each enemy adjacent to you takes 10 fire damage. </specific>
    <specific name=" Earth">  You take a -1 penalty to speed, and you gain a burrow speed of 5. You can pass through earth and rock as though you were phasing. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_EPIC_DESTINY_845 </specific>
    <specific name="Level"> 26 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  
<!-- Block Druid Powers for Sentinel/Hybrid Sentinel -->
<AppendNodes name="Darting Bite" type="Power" internal-id="ID_FMP_POWER_2671" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:46 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Tidal Surge" type="Power" internal-id="ID_FMP_POWER_2681" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:46 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Shifting Rake" type="Power" internal-id="ID_FMP_POWER_2683" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:47 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Scavenger&apos;s Prize" type="Power" internal-id="ID_FMP_POWER_2684" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:48 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Lightning Cascade" type="Power" internal-id="ID_FMP_POWER_2686" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:48 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Cull the Herd" type="Power" internal-id="ID_FMP_POWER_2688" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:48 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Close to the Kill" type="Power" internal-id="ID_FMP_POWER_2790" source="Primal Power" revision-date="8/27/2010 11:29 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Stinging Cloud" type="Power" internal-id="ID_FMP_POWER_4866" source="Primal Power" revision-date="8/27/2010 11:36:34 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Floating Death" type="Power" internal-id="ID_FMP_POWER_4867" source="Primal Power" revision-date="8/27/2010 11:36:35 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Scattered Form" type="Power" internal-id="ID_FMP_POWER_4870" source="Primal Power" revision-date="8/27/2010 11:36:36 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Frost Flash" type="Power" internal-id="ID_FMP_POWER_5041" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:26 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Twisting Vines" type="Power" internal-id="ID_FMP_POWER_5042" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:26 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Claws of Retribution" type="Power" internal-id="ID_FMP_POWER_5058" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:32 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Expose Weakness" type="Power" internal-id="ID_FMP_POWER_5059" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:32 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Thunder Crash" type="Power" internal-id="ID_FMP_POWER_5060" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:33 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Windstorm" type="Power" internal-id="ID_FMP_POWER_5064" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:34 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Call Forth the Spirit Pack" type="Power" internal-id="ID_FMP_POWER_9637" source="Primal Power" revision-date="8/27/2010 11:50:10 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Thorn Spray" type="Power" internal-id="ID_FMP_POWER_9640" source="Primal Power" revision-date="8/27/2010 11:50:11 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Oak Skewer" type="Power" internal-id="ID_FMP_POWER_9669" source="Primal Power" revision-date="8/27/2010 11:50:19 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Rending Claws" type="Power" internal-id="ID_FMP_POWER_9671" source="Primal Power" revision-date="8/27/2010 11:50:19 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Twin-Horned Bolt" type="Power" internal-id="ID_FMP_POWER_9672" source="Primal Power" revision-date="8/27/2010 11:50:19 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Inexorable Smash" type="Power" internal-id="ID_FMP_POWER_9686" source="Primal Power" revision-date="8/27/2010 11:50:22 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Torrential Storm" type="Power" internal-id="ID_FMP_POWER_9687" source="Primal Power" revision-date="8/27/2010 11:50:22 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Cloud of Sparrows" type="Power" internal-id="ID_FMP_POWER_10035" source="Primal Power" revision-date="8/27/2010 11:52:10 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Devouring Swarm" type="Power" internal-id="ID_FMP_POWER_10036" source="Primal Power" revision-date="8/27/2010 11:52:10 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Hungry for the Kill" type="Power" internal-id="ID_FMP_POWER_10037" source="Primal Power" revision-date="8/27/2010 11:52:10 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Slashing Dash" type="Power" internal-id="ID_FMP_POWER_12838" source="Dragon Magazine 389" revision-date="8/27/2010 12:05:41 PM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Infiltrating Drone" type="Power" internal-id="ID_FMP_POWER_12841" source="Dragon Magazine 389" revision-date="8/27/2010 12:05:42 PM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Tundra Wind" type="Power" internal-id="ID_FMP_POWER_2669" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:45 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Call Lightning" type="Power" internal-id="ID_FMP_POWER_2689" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:49 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Flowing Swarm" type="Power" internal-id="ID_FMP_POWER_4865" source="Primal Power" revision-date="8/27/2010 11:36:34 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Battering Claws" type="Power" internal-id="ID_FMP_POWER_5047" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:28 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Predator&apos;s Flurry" type="Power" internal-id="ID_FMP_POWER_5048" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:29 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Feral Harrier" type="Power" internal-id="ID_FMP_POWER_9649" source="Primal Power" revision-date="8/27/2010 11:50:13 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Ironbreaker&apos;s Claws" type="Power" internal-id="ID_FMP_POWER_9651" source="Primal Power" revision-date="8/27/2010 11:50:14 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Roar of the Unbowed Beast" type="Power" internal-id="ID_FMP_POWER_9652" source="Primal Power" revision-date="8/27/2010 11:50:14 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Thorn Castle" type="Power" internal-id="ID_FMP_POWER_9653" source="Primal Power" revision-date="8/27/2010 11:50:14 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Tremor" type="Power" internal-id="ID_FMP_POWER_2682" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:47 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Latch On" type="Power" internal-id="ID_FMP_POWER_2804" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:29:01 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Poison Sting" type="Power" internal-id="ID_FMP_POWER_4869" source="Primal Power" revision-date="8/27/2010 11:36:35 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Feast of Fury" type="Power" internal-id="ID_FMP_POWER_5053" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:30 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Swirling Winds" type="Power" internal-id="ID_FMP_POWER_5054" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:31 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Blood-Spray Bite" type="Power" internal-id="ID_FMP_POWER_9660" source="Primal Power" revision-date="8/27/2010 11:50:16 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Plague of Locusts" type="Power" internal-id="ID_FMP_POWER_9661" source="Primal Power" revision-date="8/27/2010 11:50:17 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Wind of Blades" type="Power" internal-id="ID_FMP_POWER_9663" source="Primal Power" revision-date="8/27/2010 11:50:17 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Serpent&apos;s Hold" type="Power" internal-id="ID_FMP_POWER_12835" source="Dragon Magazine 389" revision-date="8/27/2010 12:05:40 PM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Leaping Rake" type="Power" internal-id="ID_FMP_POWER_2691" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:49 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Feral Whirlwind" type="Power" internal-id="ID_FMP_POWER_2692" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:50 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Polar Blast" type="Power" internal-id="ID_FMP_POWER_2694" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:28:50 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Explosive Wind" type="Power" internal-id="ID_FMP_POWER_5076" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:37 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Behemoth Stampede" type="Power" internal-id="ID_FMP_POWER_9701" source="Primal Power" revision-date="8/27/2010 11:50:27 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Death Fangs" type="Power" internal-id="ID_FMP_POWER_9702" source="Primal Power" revision-date="8/27/2010 11:50:27 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Howling Doom" type="Power" internal-id="ID_FMP_POWER_9703" source="Primal Power" revision-date="8/27/2010 11:50:28 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Thunder Claw" type="Power" internal-id="ID_FMP_POWER_9704" source="Primal Power" revision-date="8/27/2010 11:50:28 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Disorienting Drone" type="Power" internal-id="ID_FMP_POWER_9705" source="Primal Power" revision-date="8/27/2010 11:50:28 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Blinding Swarm" type="Power" internal-id="ID_FMP_POWER_4872" source="Primal Power" revision-date="8/27/2010 11:36:36 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Grasping Earth" type="Power" internal-id="ID_FMP_POWER_5070" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:35 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Primal Roar" type="Power" internal-id="ID_FMP_POWER_5071" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:35 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Stormburst" type="Power" internal-id="ID_FMP_POWER_5072" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:36 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Strength of the Hunt" type="Power" internal-id="ID_FMP_POWER_5073" source="Player&apos;s Handbook 2" revision-date="8/27/2010 11:37:36 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Fearsome Fangs" type="Power" internal-id="ID_FMP_POWER_9695" source="Primal Power" revision-date="8/27/2010 11:50:25 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Rain of Fire Needles" type="Power" internal-id="ID_FMP_POWER_9696" source="Primal Power" revision-date="8/27/2010 11:50:25 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Razor Snare" type="Power" internal-id="ID_FMP_POWER_9697" source="Primal Power" revision-date="8/27/2010 11:50:25 AM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>
<AppendNodes name="Fungal Eruption" type="Power" internal-id="ID_FMP_POWER_12330" source="Dragon Magazine 386" revision-date="8/27/2010 12:03:05 PM" >
<Prereqs> !Sentinel, !Hybrid Sentinel </Prereqs> </AppendNodes>  
<!-- Heroes of the Feywild --> 
<!-- Protector Sub-Class --> 
<RulesElement name="Protector" type="Class" internal-id="ID_FMP_CLASS_909" source="Heroes of the Feywild">
      <Flavor> "I am the seeker. I am the stalker. I am the storm." </Flavor>
      <specific name="Key Abilities"> Wisdom, Dexterity, Constitution </specific>
      <specific name="Implements"> Staff, Totem </specific>
      <specific name="Armor Proficiencies"> Cloth, leather, hide </specific>
      <specific name="Weapon Proficiencies"> Simple melee, simple ranged </specific>
      <specific name="Bonus to Defense"> +1 Reflex, +1 Will </specific>
      <specific name="Hit Points at 1st Level"> 12 + Constitution Score </specific>
      <specific name="Hit Points per Level Gained"> 5 </specific>
      <specific name="Healing Surges"> 7 + Constitution Modifier </specific>
      <specific name="Trained Skills"> Nature. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
      <specific name="Class Skills"> Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis) </specific>
      <specific name="Build Options"/>
      <specific name="_PARSED_CLASS_FEATURE"> Nature's Growth, Druid Circle, Primal Attunement, Balance of Nature, Summon Natural Ally </specific>
      <specific name="Role"> Controller. You have mastered the power and magic of nature, using it to create a line of defense between the natural world and those that would harm it.</specific>
      <specific name="Power Source"> Primal. You have gained your powers through a careful study of and communion with the natural world. </specific>
      <specific name="Creating"> A protector is a type of druid, a class introduced in Player's Handbook 2. To create a protector, use the character creation rules in the Rules Compendium or the Player's Handbook. The Character Advancement table (page 160) summarizes how many powers and feats your protector should have at each level, as well as when ability scores increase.
A protector lacks some of the druid class features from Player's Handbook 2: Balance of Nature, Ritual Casting, and wild shape. A protector gains new class features: nature's wowth; Druid Circle, which determines the druid's Primal Aspect; Primal Attunement; and summon natural ally.	  
Also, rather than gaining druid daily attack powers, a protector gains additional uses of summon natural ally as he or she advances in level. A protector also gains the ability to summon more powerful creatures at higher levels. </specific>
      <specific name="Class Features"> Druids have the following class features. </specific>
      <specific name="Supplemental"/>
      <specific name="Implement"> Protectors employ staffs and totems as a means of focusing their primal energy. When you wield a magic staff or a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of druid powers and druid paragon path powers that have the implement keyword. Without an implement, you can still use these powers. </specific>
      <specific name="Powers"> Your powers are evocations that call on primal spirits to alter your physical form and hamper your enemies. </specific>
      <specific name="Power Name"> Evocations </specific>
      <specific name="_RoleElement"> ID_FMP_ROLE_1 </specific>
      <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_4 </specific>
      <specific name="_SecondaryPowerSourceElement" />
      <specific name="Secondary Abilities" />
      <specific name="Hybrid Talent Options" />
      <specific name="Short Description"> One with the natural world, you can call on the fury of nature. </specific>
      <specific name="_ParentClass" />
      <specific name="Trait Package" />
      <rules>
         <grant name="ID_INTERNAL_GRANTS_PROTECTOR" type="Grants" />
         <select type="Power" number="2" Category="$$CLASS,at-will,1" />
         <textstring name="_CLASSNAME" value="ID_FMP_CLASS_909" />
         <statadd name="_LEVEL-ONE-HPS" value="+12" />
         <statadd name="_PER-LEVEL-HPS" value="+5" />
         <statadd name="Healing Surges" value="+7" />
         <statadd name="Reflex Defense Class Bonus" value="+1" />
         <statadd name="Will Defense Class Bonus" value="+1" />
         <select type="Skill Training" number="3" Category="ID_FMP_CLASS_126" />
      </rules>
Though most people associate the Feywild with arcane magic, it is also home to some of the most pristine regions of natural growth across all of the planes. Primeval forests sit untouched by civilization since their creation, alongside mountainsides and hilltops upon which no intelligent being has ever set foot. It should be no surprise that there are those who have chosen a life of protection and guardianship over the natural treasures of the plane.
As with all druids, protectors are the masters of The magic first shared with mortals by the primal spirits. The primal spirits might dwell chiefly in the world, but the druids of the Feywild hear their call and heed their guidance even in the fey realm. Though it might seem as though the presence of the primal spirits in the Feywild would be at a diminished level, in truth primal magic is often among the most effective tools to use in a plane infused with arcane magic. Where many of the dangers of the Feywild have evolved over the eons to deal with the omnipresent nature of arcane threats, primal magic is still untamed and unanticipated by most creatures of the plane.
As a protector, you learned your primal magic from a druid circle, which trained you to protect nature and punish those that would do it harm. By ensuring that the land, the water, and the sky inhabited by ihe primal spirits is protected, you become a staunch defender of those who live in harmony with nature and show respect for their natural surroundings.
You might go out into the world to seek new experiences and powerful artifacts of primal magic. Though you will stray far from your druid circle in the course of your adventures, your efforts reflect on its goals, and you will use the knowledge it has granted you to battle despoilers and defilers throughout the world and across the planes.
</RulesElement>
<RulesElement name="Protector" type="Grants" internal-id="ID_INTERNAL_GRANTS_PROTECTOR" source="Heroes of the Feywild">
      <specific name="_SupportsID"> ID_FMP_CLASS_909</specific>
      <rules>
	     <grant name="ID_INTERNAL_COUNTSASCLASS_DRUID" type="CountsAsClass" />
         <grant name="ID_FMP_ROLE_1" type="Role" />
         <grant name="ID_FMP_POWER_SOURCE_4" 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_SIMPLE_RANGED" type="Proficiency" />
         <grant name="ID_INTERNAL_SKILL_TRAINING_NATURE" type="Skill Training" />
		 <textstring name="PowersAsClass" value="ID_FMP_CLASS_126" />
		 <grant name="ID_INTERNAL_INTERNAL_NO_DAILY_POWERS" type="Internal"/> 
         <grant name="ID_INTERNAL_GRANTS_PROTECTOR_IMPLEMENTS" type="Grants" />
		 <grant name="ID_FMP_CLASS_FEATURE_4152" type="Class Feature" />
		 <grant name="ID_FMP_CLASS_FEATURE_4155" type="Class Feature" />
		 <grant name="ID_FMP_CLASS_FEATURE_4153" type="Class Feature" />
		 <grant name="ID_FMP_CLASS_FEATURE_4154" type="Class Feature" />
      </rules>
</RulesElement>
<RulesElement name="Protector" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_PROTECTOR" source="Heroes of the Feywild">
		<specific name="_SupportsID"> ID_FMP_CLASS_909 </specific>
You count as a protector for meeting prerequisites.
</RulesElement>
<RulesElement name="Protector Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_PROTECTOR_IMPLEMENTS" source="Heroes of the Feywild">
      <specific name="_SupportsID"> ID_FMP_CLASS_909 </specific>
      <rules>
         <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
         <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(TOTEM)" type="Proficiency" />
      </rules>
</RulesElement>
<RulesElement name="Nature's Growth" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4152" source="Heroes of the Feywild">
      <Category> 1 </Category>
      <specific name="Short Description"> One of your fundamental evocations, nature's growth allows you to bring life to even the harshest conditions and climes. The power of nature erupts at your command to hinder your foes, even as you slip through the hindrance with ease. </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_PARSED_SUB_FEATURES"/>
	  <specific name="_DisplayPowers"> ID_FMP_POWER_15852 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15852" type="Power" />
		</rules>
You gain the nature's growth power.
</RulesElement>
<RulesElement name="Nature's Growth" type="Power" internal-id="ID_FMP_POWER_15852" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_FEATURE_4152,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
		<Prereqs> Protector </Prereqs>
		<Flavor> A thicket of vines, plants, and touah shrubs erupts as if from nowhere to clutch at your foes. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="_SkillPower" />
		<specific name="Display"> Druid Utility </specific>
		<specific name="Keywords"> Primal, Zone </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Area burst 1 within 10 squares </specific>
		<specific name="Special"> burst 2 at 11th level and burst 3 at 21st level </specific>
		<specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you. You can dismiss the zone as a minor action. </specific>
		<specific name="_ThemePower"/>
		<specific name="Power Type"> Utility </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4152 </specific>
		<specific name="Level"> 1 </specific>
One of your fundamental evocations, nature's growth allows you to bring life to even the harshest conditions and climes. The power of nature erupts at your command to hinder your foes, even as you slip through the hindrance with ease.
</RulesElement>
<RulesElement name="Druid Circle" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4155" source="Heroes of the Feywild">
      <Category> 1 </Category>
	  <Flavor> Each protector druid belongs to a druid circle, a group of like-minded servants of nature. A druid circle bears some similarity to the orders of clerics and other servants of the gods. However, the druids of your circle serve a different entity as they revere and protect the natural world.
	  A druid circle might be a secret society of masters of primal magic, congregating to enact an agenda known only to themselves. A circle is just as likely to devote itself solely to the communities that arise along the fringe of the wilderness, acting as mystics and advisors while they channel the wisdom of the natural world. Whatever its motive and structure, each druid circle is known for the wisdom of its older members, whose counsel is sought by influential members of all cultures and races.
	  A druid circle has a hierarchy much like that of a religious organization. At 1st level, you are an initiate of your circle. As you gain levels, you improve your standing. Even as your adventuring career brings you experience and prestige, it grants you influence with your fellow druids. With the growth of your mastery of primal magic, you gain greater understanding of the secrets kept by your order. Many druid circles guard mysteries of primal power said to have been handed down in the first days following the Dawn War. The higher you rise through the ranks, the more of these pieces of ancient lore are revealed to you. </Flavor>
      <specific name="Short Description"> You gain the Nature's Growth power. </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4156, ID_FMP_CLASS_FEATURE_4159</specific>
	  <rules>
         <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4155"/>
      </rules>
Choose a druid circle. You gain the benefits of that circle.
</RulesElement>
<RulesElement name="Circle of Renewal" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4156" source="Heroes of the Feywild">
	  <Category> ID_FMP_CLASS_FEATURE_4155,1 </Category>
	  <Flavor> As a member of the Circle of Renewal, your mission is to restore places ravaged by war and unnatural threats. Druids such as you make it their cause to bring life back to parched deserts and scrublands, or to seed life for the first time in areas that have never known it.
	  Your druid circle teaches you that the life created by your nature's growth can be used to heal the land of its wounds. The plants you draw forth even from rock or lifeless wasteland exude a primal energy that helps speed the restorative process for your allies. </Flavor>
      <specific name="Short Description"> Primal Guardian: While not wearing heavy armor, use Con mod in place of Dex or Int mod to determine AC.
Healing Growth: Allies within the circle or adjacent to it spending a healing surge to regain hps gain a bonus equal to your Con. modifier </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_PARSED_SUB_FEATURES"/>
	  <rules>
         <statadd name="AC" value="+Constitution modifier" type="Ability" not-wearing="armor:heavy" />
      </rules>
You gain the following features.
	Primal Guardian: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
	Healing Growth: When any ally in your nature's growth zone or adjacent to it spends a healing surge to regain hit points, he or she regains additional hit points equal to your Constitution modifier.
</RulesElement>
<RulesElement name="Circle of Shelter" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4159" source="Heroes of the Feywild">
	  <Category> ID_FMP_CLASS_FEATURE_4155,1 </Category>
	  <Flavor> A druid who chooses the Circle of Shelter has made a pledge to defend the bounty of nature. Members of your druid circle watch over forests, plains, and grasslands, keeping them safe from monsters, uncaring humanoids, and dark magic. 
	  Your druid circle teaches you to shape your nature's growth for the benefit of your allies, giving them an advantage of movement in the midst of combat. </Flavor>
      <specific name="Short Description"> Primal Predator: While you are not wearing heavy armor, you gain a + 1 bonus to your speed.
Unhindering Growth: Your allies ignore the difficult terrain created by your nature's growth. </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_PARSED_SUB_FEATURES"/>
	  <rules>
         <statadd name="Speed" value="+1" type="Class Feature" not-wearing="armor:heavy" />
      </rules>
You gain the following features.
	Primal Predator: While you are not wearing heavy armor, you gain a + 1 bonus to your speed.
	Unhindering Growth: Your allies ignore the difficult terrain created by your nature's growth.
</RulesElement>
<RulesElement name="Primal Attunement" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4153" source="Heroes of the Feywild">
      <Category> 1 </Category>
	  <Flavor> Your innate connection to the power of the primal spirits grants you a measure of control over the world around you. With your magic, you manipulate your surroundings to your advantage. </Flavor>
      <specific name="Short Description"> Gain three Primal Attunement powers </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_DisplayPowers"/>
	  <specific name="_PARSED_SUB_FEATURES"> ID_FMP_POWER_15853,ID_FMP_POWER_15854,ID_FMP_POWER_15855,ID_FMP_POWER_15856,ID_FMP_POWER_15857 </specific>
		<rules>
			<select type="Power" number="3" Category="ID_FMP_CLASS_FEATURE_4153"/>
		</rules>
You gain three Primal Attunement powers of your choice.
</RulesElement>
<RulesElement name="Air Spirit" type="Power" internal-id="ID_FMP_POWER_15853" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_FEATURE_4153,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
		<Flavor> With a flick of your fingers, the air stirs before you to lift objects with ease. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="Display"> Druid Utility </specific>
		<specific name="Keywords"> Conjuration, Primal </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Ranged 5 </specific>
		<specific name="Effect"> You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less.
		As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding.
		As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action. </specific>
        <specific name="Sustain Minor"> The spirit persists until the end of your next turn. </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Tags"> Primal Attunement </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4153 </specific>
		<specific name="Level"> 1 </specific>
The primal spirits of the air are everpresent in the natural world and are always ready to lend their aid to your cause.
</RulesElement>
<RulesElement name="Call the Spirits" type="Power" internal-id="ID_FMP_POWER_15854" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_FEATURE_4153,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> By directing the minor magic of the primal spirits, you can subtly alter the world around you to suit your needs. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="Display"> Druid Utility </specific>
		<specific name="Keywords"> Primal </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close burst 5 </specific>
		<specific name="Effect"> You use this power to produce one of the following effects.
* Cause one candle, torch, lantern, or campfire in the burst to burn more brightly, increasing the radius of its illumination by 1.
* Open or close a door in the burst that is not latched, locked, or stuck.
* Create a light gust of wind that can blow small, unattended objects in the burst that weigh less than 1 pound to any other location in the burst.
* Create sparks from your fingertips that can light one candle, torch, or campfire in the burst. </specific>
        <specific name="Special"> Nothing you do with this power can deal damage or hinder another creature's actions. This power cannot duplicate the effect of any other power. </specific>
		<specific name="_Tags"> Primal Attunement </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4153 </specific>
		<specific name="Level"> 1 </specific>
The greatest of the primal spirits boast a level of power that you can only dream of one day gaining access to. However, even the least of the spirits can prove useful in your everyday life.
</RulesElement>
<RulesElement name="Senses of the Wild" type="Power" internal-id="ID_FMP_POWER_15855" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_FEATURE_4153,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
		<Flavor> You close your eyes, so that you might sense the upheavals in the balance of nature that otherwise cannot be seen. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="Display"> Druid Utility </specific>
		<specific name="Keywords"> Primal </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Close burst 5 </specific>
		<specific name="Effect"> You use this power to produce one of the following effects.
* Automatically detect the presence of a disease or a diseased plant or creature in the burst.
* Detect the presence or absence of a type of mundane plant or animal of your choice in the burst.
* Until the end of the current turn, gain a +5 power bonus to Perception checks and Insight checks to detect poison or hazards that deal poison damage in the burst.
* Sense the presence of corpses in the burst.</specific>
		<specific name="_Tags"> Primal Attunement </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4153 </specific>
		<specific name="Level"> 1 </specific>
As a protector, you are one with the natural order, and you can detect disruptions in that order and the balance between life and death.
</RulesElement>
<RulesElement name="Verdant Touch" type="Power" internal-id="ID_FMP_POWER_15856" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_FEATURE_4153,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
		<Flavor> You lay your hands on the flora that surrounds you, granting it a momentary semblance of life as it shifts and grows at your command. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="_SkillPower" />
		<specific name="Display"> Druid Utility </specific>
		<specific name="Keywords"> Primal </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Close burst 1 </specific>
		<specific name="Effect"> You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power.
		You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain. </specific>
		<specific name="_Tags"> Primal Attunement </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4153 </specific>
		<specific name="Level"> 1 </specific>
Your touch can heal the land and direct its growth, letting you gently impose your will on plant life and allowing it to prosper.
</RulesElement>
<RulesElement name="Vine Rope" type="Power" internal-id="ID_FMP_POWER_15857" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_FEATURE_4153,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
		<Flavor> With a twist of your hands, you draw a fast-growing vine from the wound before you, then watch as it weaves itself into a resilient rope. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="_SkillPower" />
		<specific name="Display"> Druid Utility </specific>
		<specific name="Keywords"> Primal </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Personal </specific>
		<specific name="Effect"> You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action. </specific>
		<specific name="_Tags"> Primal Attunement </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4153 </specific>
		<specific name="Level"> 1 </specific>
The primal spirits of the earth send forth a sturdy vine at your command, providing a helpful tool or an easy escape at a moment's notice.
</RulesElement>
<RulesElement name="Summon Natural Ally" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4154" source="Heroes of the Feywild">
      <Category> 1 </Category>
	  <Flavor> You count the creatures of the natural world as your allies. With magic learned from the elders of your druid circle,
you can call one of those creatures to you at any time and across any distance. With this ally at your side, you can tip the balance of combat in your favor. </Flavor>
      <specific name="Short Description"> Gain summon natural ally; use this power twice daily at 5th level and thrice daily at 9th level </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_DisplayPowers"> ID_FMP_POWER_15858 </specific>
	  <specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_40,ID_FMP_ASSOCIATE_42,ID_FMP_ASSOCIATE_43,ID_FMP_ASSOCIATE_44,ID_FMP_ASSOCIATE_45,ID_FMP_ASSOCIATE_46,ID_FMP_ASSOCIATE_47,ID_FMP_ASSOCIATE_48,ID_FMP_ASSOCIATE_49,ID_FMP_ASSOCIATE_50,ID_FMP_ASSOCIATE_51,ID_FMP_ASSOCIATE_52 </specific>
	  <rules>
        <grant name="ID_FMP_CLASS_FEATURE_4160" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4156"/> 
		<grant name="ID_FMP_CLASS_FEATURE_4161" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4159"/>
		<grant name="ID_FMP_POWER_15858" type="Power"/>
      </rules>
You gain the summon natural ally power. Because of this feature, you do not gain a druid daily attack power at level 5, 9, 15, 19, 25, or 29. Instead, you gain the summon natural ally power at level 1. At level 5, you can use summon natural ally twice per day, and at level 9, you can use it three times per day.
</RulesElement>
<RulesElement name="Summon Natural Ally" type="Power" internal-id="ID_FMP_POWER_15858" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_FEATURE_4154,ID_INTERNAL_CATEGORY_DAILY,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> You call out to the spirits of the natural world, which send a faithful creature to do your bidding. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Druid Attack </specific>
		<specific name="Keywords"> Primal, Summoning </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 5 </specific>
		<specific name="Effect"> You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies. 
		The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
		When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties.
		The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.</specific>
		<specific name="Power Type"> Attack </specific>
        <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4154 </specific>
		<specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_40,ID_FMP_ASSOCIATE_42,ID_FMP_ASSOCIATE_43,ID_FMP_ASSOCIATE_44,ID_FMP_ASSOCIATE_45,ID_FMP_ASSOCIATE_46,ID_FMP_ASSOCIATE_47,ID_FMP_ASSOCIATE_48,ID_FMP_ASSOCIATE_49,ID_FMP_ASSOCIATE_50,ID_FMP_ASSOCIATE_51,ID_FMP_ASSOCIATE_52 </specific>
		<specific name="Level"> 1 </specific>
You count the creatures of the natural world as your allies. With magic learned from the elders of your druid circle, you can call one of those creatures to you at any time and across any distance. With this ally at your side, you can tip the balance of combat in your favor. 
	Because of this feature, you do not gain a druid daily attack power at level 5, 9, 15, 19, 25, or 29. Instead, you gain the summon natural ally power at level 1. At level 5, you can use summon natural ally twice per day, and at level 9, you can use it three times per day.
</RulesElement>
<RulesElement name="Summon Natural Ally (Primal Guardian)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4160" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4154,1 </Category>
    <specific name="Short Description"> Summon natural allies (see Companions character sheet) </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_40,ID_FMP_ASSOCIATE_42,ID_FMP_ASSOCIATE_43,ID_FMP_ASSOCIATE_44,ID_FMP_ASSOCIATE_45,ID_FMP_ASSOCIATE_46 </specific>
  
You can summon a creature associated with your Primal Aspect (Primal Guardian).
	Level 1: You can use summon natural ally to summon a giant cobra or a desert hawk.
	Level 15: You can use summon natural ally to summon a bulette or a venomous scorpion.
	Level 29: You can use summon natural ally to summon a blue dragon wyrmling or a desert roc.
</RulesElement>
<RulesElement name="Summon Natural Ally (Primal Predator)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4161" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4154,1 </Category>
    <specific name="Short Description"> Summon natural allies (see Companions character sheet) </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_47,ID_FMP_ASSOCIATE_48,ID_FMP_ASSOCIATE_49,ID_FMP_ASSOCIATE_50,ID_FMP_ASSOCIATE_51,ID_FMP_ASSOCIATE_52 </specific>
  
You summon a creature associated with your Primal Aspect (Primal Predator)
	Level 1: You can use summon natural ally to summon a grizzly bear or a pack wolf.
	Level 15: You can use summon natural ally to summon a dire bear or a hunting tiger.
	Level 29: You can use summon natural ally to summon a dire lion or a raptor behemoth.
</RulesElement>
<RulesElement name="Healing Growth" type="CountsAsFeature" internal-id="ID_INTERNAL_COUNTSASFEATURE_HEALING_GROWTH" source="Heroes of the Feywild">
</RulesElement>
<RulesElement name="Unhindering Growth" type="CountsAsFeature" internal-id="ID_INTERNAL_COUNTSASFEATURE_UNHINDERING_GROWTH" source="Heroes of the Feywild">
</RulesElement>
<RulesElement name="Giant Cobra" type="Associate" internal-id="ID_FMP_ASSOCIATE_40" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
GIANT COBRA		Summoned Creature
Medium natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the cobra if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 
STANDARD
Standard Action (poison)   At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 1d6 + your Wisdom modifier damage plus 2d6 poison damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
MINOR
Minor Action  At-Will (1/round) 
Effect: The cobra either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the cobra any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Desert Hawk" type="Associate" internal-id="ID_FMP_ASSOCIATE_42" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
DESERT HAWK		Summoned Creature
Medium natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the hawk if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 8 
STANDARD
Standard Action  At-Will
Effect: Before the attack, the hawk shifts up to 2 squares.
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier damage, and the hawk can slide the target 1 square.
MINOR
Minor Action  At-Will (1/round) 
Effect: The hawk either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the hawk any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Bulette" type="Associate" internal-id="ID_FMP_ASSOCIATE_43" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
BULETTE		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the bulette if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , burrow 6 
STANDARD
Standard Action F At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target is slowed until the end of your next turn.
STANDARD
Standard Action F Encounter
Attack: Close Burst 1 (creatures in the burst); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target falls prone.
MINOR
Minor Action F At-Will (1/round) 
Effect: The bulette either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the bulette any commands by the end of your turn, it uses its melee attack power against an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Venomous Scorpion" type="Associate" internal-id="ID_FMP_ASSOCIATE_44" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
VENOMOUS SCORPION		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the scorpion if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action (poison)  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier poison damage, and the target is immobilized and takes ongoing 10 poison damage (save ends both).
MINOR
Minor Action At-Will (1/round) 
Effect: The scorpion either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the scorpion any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Blue Dragon Wyrmling" type="Associate" internal-id="ID_FMP_ASSOCIATE_45" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
BLUE DRAGON WYRMLING		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the wyrmling if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 , fly 8 
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the wyrmling marks the target until the end of your next turn.
STANDARD
Standard Action (lightning)   Encounter
Attack: Close Blast 5 (creatures in the blast); your level + 5 vs. Reflex
Hit: 4d10 + your Wisdom modifier lightning damage, and the target is dazed until the end of your next turn.
MINOR
Minor Action (1/round) 
Effect: The wyrmling either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the wyrmling any commands by the end of your turn, it uses its melee attack power against an adjacent enemy if it can, preferring an enemy marked by it. Otherwise, it moves up to its speed to a square adjacent to an enemy.
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the wyrmling marks the target until the end of your next turn.
</RulesElement>
<RulesElement name="Desert Roc" type="Associate" internal-id="ID_FMP_ASSOCIATE_46" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
DESERT ROC		Summoned Creature
Large natural  beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the roc if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 , fly 8 
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target is grabbed if the roc has fewer than two creatures grabbed. The grab lasts until the end of your next turn.
Sustain Minor: The grab persists on any creature grabbed by the roc until the end of your next turn.
MINOR
Minor Action At-Will (1/round) 
Effect: The roc either walks, shifts, runs, stands up, squeezes, or crawls. If the roc has a Large or smaller creature grabbed, it can pull the grabbed creature with it. The creature remains grabbed, and the roc does not provoke opportunity attacks from the grabbed creature for this movement.
Instinctive Effect
If you haven't given the roc any commands by the end of your turn, it sustains a grab if it is grabbing a creature. If it is not grabbing a creature, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Grizzly Bear" type="Associate" internal-id="ID_FMP_ASSOCIATE_47" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
GRIZZLY BEAR		Summoned Creature
Medium natural beast ()
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the bear if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn.
Sustain Minor: The grab persists until the end of your next turn.
MINOR
Minor Action At-Will (1/round) 
Effect: The bear either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the bear any commands by the end of your turn, it sustains a grab if it is grabbing a creature. If it is not grabbing a creature, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Pack Wolf" type="Associate" internal-id="ID_FMP_ASSOCIATE_48" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
PACK WOLF		Summoned Creature
Medium natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the wolf if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 1d10 + your Wisdom modifier damage, and the target falls prone.
MINOR
Minor Action  At-Will (1/round) 
Effect: The wolf either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the wolf any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Dire Bear" type="Associate" internal-id="ID_FMP_ASSOCIATE_49" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
DIRE BEAR		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the bear if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Fortitude
Hit: 4d8 + your Wisdom modifier damage, and the bear pushes the target up to 3 squares.
MINOR
Minor Action  At-Will (1/round) 
Effect: The bear either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the dire bear any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Hunting Tiger" type="Associate" internal-id="ID_FMP_ASSOCIATE_50" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
HUNTING TIGER		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the tiger if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action  At-Will
Effect: The tiger shifts up to 2 squares.
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target falls prone.
MINOR
Minor Action (1/round) 
Effect: The tiger either walks, shifts, runs, stands up, squeezes, or crawls. If the tiger has either superior cover or total concealment when it ends this movement, it can make a Stealth check to hide with a +15 power bonus to the check.
Instinctive Effect
If you haven't given the tiger any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Dire Lion" type="Associate" internal-id="ID_FMP_ASSOCIATE_51" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
DIRE LION		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the lion if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target falls prone.
STANDARD
Standard Action (fear, thunder)  Encounter
Attack: Close Burst 2 (enemies in the burst); your level + 5 vs. Will
Hit: 5d8 + your Wisdom modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
MINOR
Minor Action  At-Will (1/round) 
Effect: The lion either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the lion any commands by the end of your turn, it uses its melee attack power against an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Raptor Behemoth" type="Associate" internal-id="ID_FMP_ASSOCIATE_52" source="Heroes of the Feywild">
    <specific name="_Associated Power"> ID_FMP_POWER_15858 </specific>
RAPTOR BEHEMOTH		Summoned Creature
Large natural beast
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the behemoth if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 
STANDARD
Standard Action  At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Fortitude
Hit: 4d8 + your Wisdom modifier damage.
Effect: If the target ends its next turn within 2 squares of the behemoth, the behemoth shifts 1 square as a free action to a square adjacent to the target and deals 15 damage to it.
MINOR
Minor Action  At-Will (1/round) 
Effect: The behemoth either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven't given the behemoth any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
</RulesElement>
<RulesElement name="Jolt of Lightning" type="Power" internal-id="ID_FMP_POWER_14497" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A bolt of lightning streaks down from empty air, crippling your foe with a numbing pulse of power. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Druid Attack 1 </specific>
    <specific name="Keywords"> Implement, Lightning, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 1d10 + Wisdom modifier lightning damage, and the target cannot take opportunity actions until the end of your next turn.
	Level 21: 2d10 + Wisdom modifier damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The power of the storm is yours to command even from your first steps along the druid's path. Your jolt of lightning can balance the odds against the most opportunistic foe, curbing its ability to react in the heat of combat.
</RulesElement>
  <RulesElement name="Magic Stones" type="Power" internal-id="ID_FMP_POWER_14498" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Three small stones clutched in your hand glow with a green light as you throw them, then explode when they strike your foes. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Druid Attack 1 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One, two, or three creatures </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 1d4 + Wisdom modifier damage, and you can push the target 1 square.
	Level 21: 2d4 + Wisdom modifier damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
By imbuing mundane stones with the strength of nature, you fuel a deadly primal attack. The magic stones you create drive your enemies back as if the earth had moved beneath their feet, serving as a potent challenge to those that violate the land you are sworn to renew.
</RulesElement>
  <RulesElement name="Gust of Wind" type="Power" internal-id="ID_FMP_POWER_14500" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A blast of air buffets nearby creatures, hurling them backward as it drives them to the ground. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 1 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 1d8 + Wisdom modifier damage, and you knock the target prone. </specific>
    <specific name="Effect"> You push the target up to 2 squares. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
This evocation subjects the power of the wind spirits to your command. Creatures caught by your attack cannot hope to stand fast, leaving enemies prone and vulnerable to your allies' follow-up attacks. The gust affects all creatures, however, so be careful that allies do not stray into its path.
</RulesElement>
  <RulesElement name="Insect Swarm" type="Power" internal-id="ID_FMP_POWER_14501" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A buzzing drone fills the air as a heavy cloud of insects swirls around you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 1 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier damage. </specific>
    <specific name="Effect"> The area of the burst is lightly obscured for your enemies until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You call forth thousands of buzzing insects that swarm around you in a tight cloud. Creatures that stand too close to you feel the brunt of their stings and bites and are hard-pressed to see you through the cloud.
</RulesElement>
  <RulesElement name="Wall of Smoke" type="Power" internal-id="ID_FMP_POWER_14502" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> The ground blackens as foul smoke rises in a roiling wall that shrouds the battlefield. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 1 </specific>
    <specific name="Keywords"> Implement, Poison, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 5 within 10 squares </specific>
    <specific name="Target"> Each creature in the wall </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 1d10 + Wisdom modifier poison damage, and you can slide the target 1 square. </specific>
    <specific name="Effect"> The wall of smoke lasts until the end of your next turn. The squares of the wall are lightly obscured, and any creature that ends its turn in the wall takes poison damage equal to your Constitution or Dexterity modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You draw on the power of the primal spirits of fire and air, creating a caustic haze that swirls and rises at your command. By laying down a wall of smoke at the opportune time, you can create a hazy barrier that thwarts your enemies' sight and chokes them if they try to pass through it.
</RulesElement>
  <RulesElement name="Form of the Sprinting Elk" type="Power" internal-id="ID_FMP_POWER_14503" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> Your form shifts as you assume the guise of a great elk and quickly bound away. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 2 </specific>
    <specific name="Keywords"> Polymorph, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of the sprinting elk until you take an extended rest or until you end the form as a free action. While in this form, you gain a +4 bonus to speed, but you cannot attack, manipulate objects, or use any magic item powers. Also, your gear becomes part of the form and is inaccessible. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You take on the form of the sprinting elk, becoming a bounding creature of the forest. You can cross vast distances with ease, allowing you to outdistance your foes or come quickly to the aid of those who need you.
</RulesElement>
  <RulesElement name="Lesser Restoration" type="Power" internal-id="ID_FMP_POWER_14504" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> Motes of green energy suffuse your ally, letting him or her draw strength from the essence of the world. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 2 </specific>
    <specific name="Keywords"> Healing, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One ally </specific>
    <specific name="Effect"> The target can make a saving throw and spend a healing surge. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You call on the energy of nature's growth and resilience, channeling that energy to enable an ally to shake off the effects of combat.
</RulesElement>
  <RulesElement name="Call the Crows" type="Power" internal-id="ID_FMP_POWER_14505" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> With a shrieking hiss of wings, a ghostly flock of crows descends on your enemies. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 3 </specific>
    <specific name="Keywords"> Force, Implement, Primal, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier force damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes force damage equal to your Constitution or Dexterity modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The crows that blacken the sky above a battlefield are nature's response to the wars of the mortal races. Called by your primal power, a spectral flock of such crows appears in the midst of the fray to tear at your enemies. Be wary of leaving your allies exposed, however, because the crows you call cannot tell friend from foe.
</RulesElement>
  <RulesElement name="Quills" type="Power" internal-id="ID_FMP_POWER_14506" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> Poison-tipped quills emerge from your body, then shoot out to strike the foes that press you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 3 </specific>
    <specific name="Keywords"> Implement, Poison, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d6 + Wisdom modifier poison damage. </specific>
    <specific name="Effect"> Each target is slowed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
Many animals have developed natural deterrents to predators, including spines and barbs. This power allows you to transform your body to adopt this lethal defense, striking enemies that believe they are out of range of your melee attacks.
</RulesElement>
  <RulesElement name="Wind Wall" type="Power" internal-id="ID_FMP_POWER_14507" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> Swirling wind stirs up a wall of dust and debris, tossing your foes about and deflecting projectiles that pass through it. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 3 </specific>
    <specific name="Keywords"> Implement, Primal, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 8 within 10 squares </specific>
    <specific name="Target"> Each enemy in the wall </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 2d6 + Wisdom modifier damage, and you can slide the target 1 square. </specific>
    <specific name="Effect"> The wall creates a zone that lasts until the end of your next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
By calling on the spirits of air, you tame the winds that blow across the battlefield. This evocation creates a barrier whose strength is the swirling storm, assailing your enemies and turning aside ranged attacks with ease.
</RulesElement>
  <RulesElement name="Meld into Stone" type="Power" internal-id="ID_FMP_POWER_14508" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MOVE_ACTION,6 </Category>
    <Flavor> Your body merges with stone, letting you slip out of sight and away from harm. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 6 </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You shift into an adjacent square occupied by an object made of stone or earth that is your size or larger, such as a wall, a statue, or a boulder. While you occupy this square, you can see normally but you do not have line of effect to anything, and nothing has line of effect to  you. You remain in this state until the end of the encounter, until you end this effect as a minor action, or until the object is destroyed. When the effect ends, you appear in the nearest unoccupied square. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
Though stone and rock are impassable for most creatures, you recognize and take advantage of stone's connection to the natural world. By slipping inside living rock, you create a safe haven that even the most dedicated foe struggles in vain to break.
</RulesElement>
  <RulesElement name="Nature's Stride" type="Power" internal-id="ID_FMP_POWER_14509" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Flavor> You gain a heightened sense of the world around you, letting you move unhindered. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 6 </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> You or one ally </specific>
    <specific name="Effect"> Until the end of the encounter, the target gains a +2 power bonus to speed and ignores difficult terrain. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The bond you forge with nature lets you sense the contours of the world around you. Just as the wind shifts around rocks and trees, the primal spirits can direct you to avoid any object or obstruction that might bother you as you move.
</RulesElement>
  <RulesElement name="Verdant Surge" type="Power" internal-id="ID_FMP_POWER_14510" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Flavor> The power you learned at the earliest stage of your training can be unleashed again. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 6 </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> Your nature's growth must be expended. </specific>
    <specific name="Effect"> You regain the use of your nature's growth, and you can use it as a free action. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
Even after your resources have been expended, this evocation allows you to tap into the power held by the natural world around you. You open yourself to that reserve of primal energy, which enables you to channel again the power of life and growth.
</RulesElement>
  <RulesElement name="Charm Beast" type="Power" internal-id="ID_FMP_POWER_14511" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,7 </Category>
    <Flavor> You gaze hard at your foe, momentarily bringing that enemy under your control. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 7 </specific>
    <specific name="Keywords"> Charm, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast. </specific>
    <specific name="Hit"> The target is dominated until the end of your next turn. </specific>
    <specific name="Miss"> The target is dazed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
Your link with the primal spirits creates a conduit between your mind and the mind of another, granting you a connection to that creatures. Your power is most potent when used to charm the beasts of the natural world, but your will can be imposed on sentient beings as well.
</RulesElement>
  <RulesElement name="Grasp of Winter" type="Power" internal-id="ID_FMP_POWER_14512" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> A cold wind swirls around your enemy, slashing it and grasping it with icy claws. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 7 </specific>
    <specific name="Keywords"> Cold, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier cold damage. </specific>
    <specific name="Effect"> The target is restrained until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The chill winds of the distant reaches of the world are drawn forth at your command. Like a creature trapped in an icy wasteland, your foe is drained of life and frozen to the quick, unable to move as it is seized in winter's clutches.
</RulesElement>
  <RulesElement name="Swarm of Scarabs" type="Power" internal-id="ID_FMP_POWER_14513" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> A chittering swarm of ravenous insects sprays out from your hand, covering all creatures in its path. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 7 </specific>
    <specific name="Keywords"> Implement, Primal, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d6 + Wisdom modifier damage. </specific>
    <specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone. Any creature that ends its turn in the zone takes damage equal to your Constitution or Dexterity modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
This evocation allows you to call forth a cloud of scarab beetles that swarm at your command. Filling a vast space, the scarabs feast on any creature they can find-including you and your allies, if you draw too close.
</RulesElement>
  <RulesElement name="Form of the Hunting Falcon" type="Power" internal-id="ID_FMP_POWER_14515" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Flavor> You change into a nimble bird of prey that easily soars out of reach of your foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 10 </specific>
    <specific name="Keywords"> Polymorph, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of the hunting falcon until you take an extended rest, or until you end this effect as a free action. While in this form, you are Small, you have a fly speed of 8, and you gain a +5 power bonus to Perception checks. However, you cannot attack, manipulate objects, or use any magic item powers. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
This evocation grants you the ability of flight by transforming you into a hawk, a falcon, or a similar bird. Though being in this form might take you out of the fight, you can soar long distances with almost perfect perception of the world below you.
</RulesElement>
  <RulesElement name="Updraft" type="Power" internal-id="ID_FMP_POWER_14516" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MOVE_ACTION,10 </Category>
    <Flavor> A gust of wind swirls around you, lifting you into the air. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 10 </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> You or one ally </specific>
    <specific name="Effect"> The target flies up to 5 squares. </specific>
    <specific name="Sustain Move"> The target flies again, or you use the power on a different target. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You have learned to whisper to the wind and have it answer your call. As long as you maintain your control over the spirits of the air, they can carry you and your allies wherever you want to go.
</RulesElement>
  <RulesElement name="Bolt of Lightning" type="Power" internal-id="ID_FMP_POWER_14517" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> An arc of energy lances out from your hand to strike a foe. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 13 </specific>
    <specific name="Keywords"> Implement, Lightning, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d10 + Wisdom modifier lightning damage. </specific>
    <specific name="Effect"> The target is dazed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You call down the energy of the deadliest storms, channeling it through your body and unleashing it as a bolt of lightning that can leave any foe reeling.
</RulesElement>
  <RulesElement name="Primeval Thunder" type="Power" internal-id="ID_FMP_POWER_14518" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> A deafening clap of thunder unfurls around you to thrust your foes back. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 13 </specific>
    <specific name="Keywords"> Implement, Primal, Thunder </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 3d6 + Wisdom modifier thunder damage. </specific>
    <specific name="Effect"> You push the target up to 3 squares. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
This evocation calls on the echo of the storms that swirled across the world during its creation. With that power at your command, you produce a pulse of thunder that explodes out from you, blasting your foes and leaving them out of position for their follow-up attacks.
</RulesElement>
  <RulesElement name="Verdant Retaliation" type="Power" internal-id="ID_FMP_POWER_14519" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> Writhing plants thrust up beneath your foes, assailing them with poisonous barbs and thorns. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 13 </specific>
    <specific name="Keywords"> Implement, Poison, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Aura burst 1 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d6 + Wisdom modifier poison damage. </specific>
    <specific name="Effect"> Each enemy in your nature's growth zone that was not hit by this power takes 10 poison damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The rise of civilization has inflicted many wounds on the world, but this evocation gives you the ability to let nature take its revenge. As the ground churns with life beneath your enemies, those foes will experience the wrath of nature firsthand.
</RulesElement>
  <RulesElement name="Form of the Raven Flock" type="Power" internal-id="ID_FMP_POWER_14521" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> A shadow passes over you as you are scattered and reshaped, becoming a flock of ravens that quickly takes to the air. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 16 </specific>
    <specific name="Keywords"> Polymorph, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of a flock of ravens until you take an extended rest or until you end this effect as a minor action. While in this form, you have a fly speed of 6 and can move through enemies' spaces. However, you cannot attack, manipulate objects, or use any magic item powers. You take only half damage from melee attacks and ranged attacks, but you gain vulnerable 15 to close attacks and area attacks. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
Though many evocations allow you to take on the shape of a wild beast, form of the raven flock lets you scatter your body and mind between a group of creatures. With your life force spread out in this way, you are better protected against individual attacks, and you can swarm around creatures that would block your path.
</RulesElement>
  <RulesElement name="Bloodthirsty Vines" type="Power" internal-id="ID_FMP_POWER_14522" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> Rope-like vines spring from the ground, sinking their thorns into your foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 17 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d10 + Wisdom modifier damage. </specific>
    <specific name="Effect"> You pull the target up to a number of squares equal to 2 + your Constitution or Dexterity modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The most dangerous creatures of nature are nothing in comparison to the deadly flora you command. Vines that you call forth from the earth drag your enemies closer to you as they drain those foes of life.
</RulesElement>
  <RulesElement name="Center of the Vortex" type="Power" internal-id="ID_FMP_POWER_14523" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_19,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> A spiraling storm forms at your command, drawing your enemies toward its center even as you slip away. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 17 </specific>
    <specific name="Keywords"> Implement, Lightning, Primal, Teleportation, Thunder </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 3 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 3d6 + Wisdom modifier lightning and thunder damage, and you pull the target up to 2 squares. </specific>
    <specific name="Effect"> You teleport up to 4 squares to a square outside the burst. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The eye of a storm offers a safe haven that you take advantage of when you call on the power of storms to destroy your foes. Caught in your vortex, enemies are thrown out of position and forced to watch as you teleport away from possible retribution.
</RulesElement>
  <RulesElement name="Rolling Earth" type="Power" internal-id="ID_FMP_POWER_14524" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> You strike the ground with your open palm, causing it to shift and roll like the waves of an ocean storm. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 17 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d6 + Wisdom modifier damage, and you push the target up to 5 squares. </specific>
    <specific name="Effect"> Choose up to 5 contiguous, unoccupied squares in the blast that are on a solid surface. Until the end of your next turn, those squares are blocking terrain that is up to 2 squares high. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
By drawing primal power from the earth, you cause the ground to buck up, forcing nearby creatures away from you and leaving a wall of dirt and stone that will keep them away.
</RulesElement>
  <RulesElement name="Searing Winds" type="Power" internal-id="ID_FMP_POWER_14525" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> Drawing power from the storms of the deepest deserts, you hammer your enemies with a pulse of blistering heat. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 17 </specific>
    <specific name="Keywords"> Fire, Force, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 2d6 + Wisdom modifier fire and force damage. </specific>
    <specific name="Effect"> The target is weakened until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
You have seen much of the world in your lifetime, even as you draw primal power from places you might never visit. When you use this evocation, you reach out to the distant desert to steal the strength of a burning storm.
</RulesElement>
  <RulesElement name="Wall of the World" type="Power" internal-id="ID_FMP_POWER_14527" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 </Category>
    <Flavor> Earth, stone, and plants rise up at your command, forming a living wall to hem in your foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 22 </specific>
    <specific name="Keywords"> Conjuration, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 12 within 10 squares </specific>
    <specific name="Effect"> You conjure a wall of earth, trees, vines, and other plant life that lasts until the end of the encounter. The wall can be up to 6 squares high and must be on a solid surface. The wall is blocking terrain for your enemies, but your allies can move through (though not occupy) the squares of the wall. Each square of the wall can be attacked, has your defenses, has 50 hit points, and crumbles into difficult terrain if it is destroyed. As a minor action, you can repair 1 unoccupied square of wall within range that has been destroyed, causing it to be restored with 50 hit points. The whole wall crumbles into difficult terrain at the end of the encounter. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
A living barrier channeled by your primal power, the wall conjured by this evocation recognizes your allies even as it holds your enemies behind an impenetrable expanse of stone and dirt, bark and vines. You can cause the wall to heal if it is damaged, thwarting your enemies' attempts to break through it.
</RulesElement>
  <RulesElement name="Dominate Beast" type="Power" internal-id="ID_FMP_POWER_14528" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,23 </Category>
    <Flavor> Your mind reaches out to touch that of your enemy, bringing that creature under your sway. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 23 </specific>
    <specific name="Keywords"> Charm, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast. </specific>
    <specific name="Hit"> The target is dominated until the end of your next turn. </specific>
    <specific name="Miss"> This power is not expended. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
Your command over the natural world lets you reach into any creature's mind and use your primal magic to break that creature to your will.
</RulesElement>
  <RulesElement name="Ice Spikes" type="Power" internal-id="ID_FMP_POWER_14529" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
    <Flavor> The air swirls white before you, congealing as a blast of icy spikes that launch themselves at your foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 23 </specific>
    <specific name="Keywords"> Cold, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier cold damage. </specific>
    <specific name="Effect"> Each target is restrained until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
The power of winter is yours to command. You channel icy shards that strike like a storm of daggers, slashing at your foes and pinning them in place as fast-frozen statues.
</RulesElement>
  <RulesElement name="Scalding Geyser" type="Power" internal-id="ID_FMP_POWER_14530" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
    <Flavor> The earth cracks and breaks open at your command, releasing a fountain of searing water whose force slams your foes to the ground. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 23 </specific>
    <specific name="Keywords"> Fire, Force, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Wisdom modifier fire and force damage. </specific>
    <specific name="Effect"> Each target falls prone. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
By combining the forces of water and fire, you create an attack far deadlier than either on its own. The ground shatters where you call forth a geyser of boiling water and superheated steam that scours your foes.
</RulesElement>
  <RulesElement name="Whipping Vines" type="Power" internal-id="ID_FMP_POWER_14531" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
    <Flavor> Flailing vines wrap themselves around an enemy you gesture to, binding that foe as they sling other enemies across the battlefield. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 23 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d10 + Wisdom modifier damage, and the target is immobilized until the end of your next turn. </specific>
    <specific name="Effect"> You slide the target and each of your enemies adjacent to it at the beginning of the slide up to 2 squares. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
When you use this power, the spirit trees spawned at the world's creation send forth vines that do your bidding. These tendrils can turn the most well-ordered force into a shambles, sending even the largest foes careening out of position at your command.
</RulesElement>
  <RulesElement name="Barrage of Lightning" type="Power" internal-id="ID_FMP_POWER_14533" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> With a clenched fist, you create an arcing storm of lightning bolts that lash and debilitate even the most resilient foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 27 </specific>
    <specific name="Keywords"> Implement, Lightning, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each enemy in the blast </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier lightning damage. </specific>
    <specific name="Effect"> Each target is dazed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
This evocation enables you to harness the might of the deadliest planar storms, letting you hurl multiple bolts of lightning at your enemies while leaving your allies unscathed. Even a foe that escapes being harmed by the storm is left reeling in the aftermath of your attack.
</RulesElement>
  <RulesElement name="Cast in Stone" type="Power" internal-id="ID_FMP_POWER_14534" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> As you hold out one hand and lock it into a fist, your enemy is frozen in a shell of stone. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 27 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> The target is petrified until the end of your next turn. </specific>
    <specific name="Sustain Standard"> You repeat this attack against the same target, but only if the target is still petrified by this power. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
When your most powerful foe seizes control of the battlefield, you can negate its advantage by trapping it in an unbreakable crust of stone. By continuing to concentrate, you can hold that foe in this state, preventing it from engaging your allies.
</RulesElement>
  <RulesElement name="Lava Vents" type="Power" internal-id="ID_FMP_POWER_14535" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> Great cracks split the ground beneath your feat, venting caustic gas and lava that turns the area around you into a maelstrom. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 27 </specific>
    <specific name="Keywords"> Acid, Fire, Implement, Poison, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 3 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Wisdom modifier acid and fire damage. </specific>
    <specific name="Effect"> Until the end of your next turn, the area of the burst is difficult terrain, and any creature other than you that ends its turn in that area takes 15 poison damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
This evocation reaches down into the depths of the earth, calling up the molten rock and volcanic gases that pool there. When you open up the ground to release this storm, all nearby creatures are consumed by it, so you must be careful to keep your allies at a safe distance.
</RulesElement>
  <RulesElement name="Phantom Serpent" type="Power" internal-id="ID_FMP_POWER_14536" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> A ghostly serpent materializes and wraps around your foe, subjecting it to a poisonous bite and a blinding cloud of venom. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Attack 27 </specific>
    <specific name="Keywords"> Implement, Poison, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Wisdom modifier poison damage. </specific>
    <specific name="Effect"> The target is blinded until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
When you call on the power of this evocation, you manifest an aspect of an ancient primal spirit whose poison blinds any creature it touches. A throwback to the primal guardians of the earliest world, the phantom serpent can help debilitate even the most formidable of foes.
</RulesElement>
  <RulesElement name="Hinterland Exile" type="Power" internal-id="ID_FMP_POWER_14537" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> You send your foe to a place between worlds, where the planes meet and the fabric of creation is torn by cosmic force. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 29 </specific>
    <specific name="Keywords"> Force, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Wisdom vs. Will </specific>
    <specific name="Hit"> 5d10 + Wisdom modifier force damage, and the target is removed from play (save ends). </specific>
    <specific name=" Third Failed Saving Throw"> The effect ends, but the target is permanently trapped on another plane (DM's choice), unless the target has some means of planar travel. </specific>
    <specific name="Miss"> Half damage, and the target is dazed (save ends). </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_909 </specific>
In certain regions of the mortal realm, the walls between worlds are particularly thin, and the fabric of the world is weakened, influenced, and besieged by other worlds, including the Feywild. These regions, known to many druids as the Hinterlands, contain gaps in creation filled only with nothingness. The most powerful druids can banish creatures to this void.
</RulesElement>
<!-- Vermin Lord paragon path, Book of Vile Darkness -->
  <RulesElement name="Vermin Lord" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_932" source="The Book of Vile Darkness">
    <Prereqs> Druid </Prereqs>
    <print-prereqs> Druid, evil alignment </print-prereqs>
    <Flavor> “Quiet now! Do you hear them? Can you feel them? My children are everywhere, eager to feast on your ripe flesh.” </Flavor>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_4245, ID_FMP_CLASS_FEATURE_4246, ID_FMP_CLASS_FEATURE_4247 </specific>
    <specific name="Powers"> ID_FMP_POWER_15970,ID_FMP_POWER_15971,ID_FMP_POWER_15972 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15970,ID_FMP_POWER_15971,ID_FMP_POWER_15972,ID_FMP_POWER_15973 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_4245" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_4246" type="Class Feature" Level="11" />
	  <grant name="ID_FMP_CLASS_FEATURE_4247" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_15970" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_15972" type="Power" Level="12" />
      <grant name="ID_FMP_POWER_15971" type="Power" Level="20" />
    </rules>  
Your enduring interest in the lowliest creatures grants you power over them. You cement your connection when you invite vermin to inhabit your body, to nestle in your crevices and drink deep on your fluids. In exchange, the clicking and skittering creatures serve your command, lending their power to your efforts in championing darkness.
	The vermin respond each time you wield primal magic. The more accustomed you are to these parasites, the more you learn to direct them in useful ways. Still, the cost to your body is severe. Forever more, your flesh bears the signs of the infestation you host.
</RulesElement>
  <RulesElement name="Vermin Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4245" source="The Book of Vile Darkness">
    <Category> 11 </Category>
    <Flavor> You are host to countless creeping and crawling insects. When you push yourself beyond your normal limits, they emerge from your body in a terrible cloud. </Flavor>
    <specific name="Short Description"> When you spend an action point each adjacent enemy takes poison damage equal to your Wisdom modifier; you and each adjacent ally gain +2 to all defenses until the end of your next turn </specific>
    <specific name="Level"> 11 </specific>
	    <rules>
            <textstring name="Action Point" value="Vermin Action: When you spend an action point to take an extra action, each enemy adjacent to you takes poison damage equal to your Wisdom modifier, and you and each ally adjacent to you gain a + 2 power bonus to all defenses until the end of your next turn." />
        </rules>  
When you spend an action point to take an extra action, each enemy adjacent to you takes poison damage equal to your Wisdom modifier, and you and each ally adjacent to you gain a +2 power bonus to all defenses until the end of your next turn.
</RulesElement>
  <RulesElement name="Vermin Friend" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4246" source="The Book of Vile Darkness">
    <Category> 11 </Category>
    <Flavor> You have an affinity for all manner of vermin and scavengers. You welcome their presence, suffering their stings and bites gladly. </Flavor>
    <specific name="Short Description"> Gain resist 10 poison and resist 15 at 21st level </specific>
    <specific name="Level"> 11 </specific>
	    <rules>
            <statadd name="resist:poison" value="+10" type="Class Feature" zero="true"/>
            <statadd name="resist:poison" value="+10" type="Class Feature" non-zero="true"/>
			<statadd name="resist:poison" value="+5" type="Class Feature" requires="Epic Tier" zero="true"/>
            <statadd name="resist:poison" value="+5" type="Class Feature" requires="Epic Tier" non-zero="true"/>
        </rules>  
You gain resist 10 poison. At 21st level, the resistance increases to 15.
</RulesElement>
  <RulesElement name="Wings of the Swarm" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4247" source="The Book of Vile Darkness">
    <Category> 16 </Category>
    <Flavor> When you channel primal magic, the vermin infesting you take wing, lifting you where you wish to go. </Flavor>
    <specific name="Short Description"> Gain fly speed 6 until the end of your next turn when you use a primal encounter or daily attack power </specific>
    <specific name="Level"> 16 </specific>
Whenever you use a primal encounter or daily attack power, you gain a fly speed of 6 until the end of your next turn.
</RulesElement>
  <RulesElement name="Maggots to Flies" type="Power" internal-id="ID_FMP_POWER_15970" source="The Book of Vile Darkness">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_932,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Vermin Lord </Prereqs>
    <Flavor> Your foes are horrified when squirming maggots bulge from their bodies, then transform into biting flies. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Vermin Lord Attack 11 </specific>
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 2d6 + Wisdom modifier damage, and you can slide the target up to 2 squares. </specific>
    <specific name="Effect"> Until the end of your next turn, each target grants combat advantage and gains vulnerable 5 to all damage. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_932 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
This terrible evocation infests your enemies with maggots. They grow quickly into thick clouds of black flies that swarm and distract.
</RulesElement>
  <RulesElement name="From One to Many" type="Power" internal-id="ID_FMP_POWER_15971" source="The Book of Vile Darkness">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_932,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Prereqs> Vermin Lord </Prereqs>
    <Flavor> Your body collapses into a seething cloud of ravenous insects. They devour anything in their path. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_15973 </specific>
    <specific name="Display"> Vermin Lord Attack 20 </specific>
    <specific name="Keywords"> Polymorph, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of a vermin swarm until the end of the encounter or until you end it as a minor action.
	While in this form, you can occupy the same space as another creature; enemies can enter your space, which is difficult terrain to them; you cannot be pulled, pushed, or slid by melee or ranged attacks; and you can use the secondary power at will. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_932 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15973 </specific>
	<rules>
		<grant name="ID_FMP_POWER_15973" type="Power" />
        <modify name="ID_FMP_POWER_15973" type="Power" Field="Level" value="" />
	</rules>  
Drawing on primal magic agitates the vermin you host. You surrender yourself to the swarm, joining your essence with theirs to terrorize your enemies.
</RulesElement>
  <RulesElement name="From One to Many (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_15973" source="The Book of Vile Darkness">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_932,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> At-will </specific>
    <specific name="Display" />
    <specific name="Keywords"> Poison, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Requirement"> The power From One to Many must be active in order to use this power. </specific>
    <specific name="Target"> One or two creatures </specific>
    <specific name="Effect"> Each target takes ongoing 20 poison damage (save ends). You then shift up to half your speed. Each time the target takes the ongoing damage, you can slide it 1 square as a free action. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_15971 </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_932 </specific>
    <specific name="Level"> 20 </specific>
  </RulesElement>
  <RulesElement name="Hive Mind" type="Power" internal-id="ID_FMP_POWER_15972" source="The Book of Vile Darkness">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_932,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Prereqs> Vermin Lord </Prereqs>
    <Flavor> Your consciousness worms its way into you allies' minds. You all now fight with a single purpose. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Vermin Lord Utility 12 </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Target"> You and each ally in the burst </specific>
    <specific name="Effect"> Until the end of the encounter, each target can communicate telepathically with any of the other targets within 20 squares. In addition, enemies cannot gain combat advantage by flanking a target, and you can use a move action to slide another target within 10 squares of you up to 5 squares. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_932 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
You can use primal magic to bond with your allies. Your party becomes a hive, able to act with one mind.
</RulesElement>




<!-- Heroes of the Elemental Chaos --> 
<!-- Druid of the Wastes -->

<RulesElement name="Druid of the Wastes" type="Trait Package" internal-id="ID_FMP_TRAIT_PACKAGE_972" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_779 </Category>
    <specific name="_PARSED_CLASS_FEATURE"> ID_FMP_CLASS_FEATURE_4325, ID_FMP_CLASS_FEATURE_4327, ID_FMP_CLASS_FEATURE_4326, ID_FMP_CLASS_FEATURE_4328, ID_FMP_CLASS_FEATURE_4329 </specific>
    <specific name="_CLASSNAME"> Sentinel </specific>
You draw your strength from the world's majestic desolate places-the icy wastes of the north, the bleak shores, the great sandy deserts, or the barren rocky mountains. In these places the primal spirits embody the living elements and take on elemental-like forms.
</RulesElement>

<RulesElement name="Druid of the Wastes" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4325" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_TRAIT_PACKAGE_972 </Category>
    <specific name="Short Description"> You gain a living zephyr animal companion, +1 shield bonus to AC and Reflex with spears and staffs, and +2 bonus to Endurance </specific>
    <specific name="Level"> 1 </specific>
	<specific name="_PARSED_SUB_FEATURES"/>
	<rules>
		<statadd name="AC" value="+1" type="Shield" wearing="weapon:spear"/>
		<statadd name="AC" value="+1" type="Shield" wearing="weapon:staff"/>
		<statadd name="Reflex Defense" value="+1" type="Shield" wearing="weapon:spear"/>
		<statadd name="Reflex Defense" value="+1" type="Shield" wearing="weapon:staff"/>
		<statadd name="Endurance Misc" value="+2" type="Class Feature"/>
    </rules>  
</RulesElement>

<RulesElement name="Druid of the Wastes: Living Zephyr" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4327" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> The living zephyr is a minor elemental that takes its shape from the terrain around it-dust, sand, snow, ocean spray, or sometimes wind. </Flavor>
    <specific name="Short Description"> Gain a living zephyr animal companion </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_64 </specific>
		<rules>
			<statadd name="FREEBEE:ID_FMP_ASSOCIATE_64" value="+1" />
			<grant name="ID_TIV_COMPANION_LIVING_ZEPHYR" type="Power" />
		</rules>  
You gain a living zephyr animal companion.
</RulesElement>

<RulesElement name="Paragon of the Wastes" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4326" source="Heroes of the Elemental Chaos">
    <Category> 13 </Category>
    <print-prereqs> Druid of the Wastes </print-prereqs>
    <Flavor> When sorely pressed by your foes, you briefly adopt the form of the elusive elements, giving ground like dust, sand, snow, or spray driven before the wind. </Flavor>
    <specific name="Short Description"> Become insubstantial and shift up to 5 squares as an immediate reaction when you or your living zephyr companion first becomes bloodied </specific>
    <specific name="Level"> 13 </specific>
The first time each encounter that you or your living zephyr companion becomes bloodied, you can use an immediate reaction to become insubstantial and shift up to 5 squares. You are insubstantial until the start of your next turn.
</RulesElement>

<RulesElement name="Druid of the Wastes: Zephyr Carry" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4328" source="Heroes of the Elemental Chaos">
    <Category> 17 </Category>
    <Flavor> Your living zephyr is now so forceful that creatures caught in it can be lifted aloft and carried away. </Flavor>
    <specific name="Short Description"> Gain the zephyr carry power </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Powers"> ID_FMP_POWER_16117 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_16117 </specific>
	<rules>
         <grant name="ID_FMP_POWER_16117" type="Power" />
    </rules>  
You gain the zephyr carry power.
</RulesElement>

<RulesElement name="Zephyr Carry" type="Power" internal-id="ID_FMP_POWER_16117" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4328,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> Your companion is a concentrated gust that you can direct to bring its target through the air and into your clutches. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Utility  </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Special  </specific>
    <specific name="Trigger"> Your living zephyr animal companion hits an enemy within 5 squares of you with animal attack. </specific>
    <specific name="Effect"> You slide the living zephyr up to 3 squares, and then slide the enemy up to 5 squares to a square adjacent to the zephyr. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4328 </specific>
</RulesElement>

<RulesElement name="Blessing of the Wastes" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4329" source="Heroes of the Elemental Chaos">
    <Category> 27 </Category>
    <Flavor> With a moment's thought, you can surround an ally in a whirling cloud of dust, sand, snow, or mist. Elemental power stanches your ally's wounds and hides your friend from view. </Flavor>
    <specific name="Short Description"> After using second wind, an ally within 10 squares of you can end any ongoing damage and gains partial concealment </specific>
    <specific name="Level"> 27 </specific>
	<rules>
        <modify name="Second Wind" field="Blessing of the Wastes" value="Whenever you use your second wind, choose one ally within 10 squares of you. That ally ends one ongoing damage effect that he or she is currently suffering, and the ally gains partial concealment until the end of your next turn."/>
    </rules>
Whenever you use your second wind, choose one ally within 10 squares of you. That ally ends one ongoing damage effect that he or she is currently suffering, and the ally gains partial concealment until the end of your next turn.
</RulesElement>



<!-- Heroes of the Elemental Chaos --> 
<!-- Druid: Primal Aspect (Primal Wrath) -->

<RulesElement name="Primal Aspect" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_784" source="Player's Handbook 2,Player's Handbook 3" revision-date="10/5/2010 1:47:04 PM">
      <Category> ID_FMP_HYBRID_CLASS_442,1 </Category>
      <specific name="Short Description"> Choose a Primal Aspect option. </specific>
      <specific name="Level"> 1 </specific>
      <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_1121, ID_FMP_CLASS_FEATURE_1122, ID_FMP_CLASS_FEATURE_1980, ID_FMP_CLASS_FEATURE_4324 </specific>
      <rules>
         <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_784" />
      </rules>
Druidic lore speaks of the Primal Beast, the first spirit of the world's noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids' visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you choose which aspect of the Primal Beast you most strongly manifest with your powers.
Choose one of these options. Your choice provides bonuses to certain druid powers, as detailed in those powers.
</RulesElement>

<RulesElement name="Primal Wrath" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4324" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_784,1 </Category>
    <specific name="Short Description"> Gain +1 bonus to attack rolls with cold, fire, lightning, and thunder druid attack powers while not wearing heavy armor </specific>
    <specific name="Level"> 1 </specific>
	<rules>
		<statadd name="cold:attack" value="+1" type="Class Feature" not-wearing="armor:heavy"  />
		<statadd name="fire:attack" value="+1" type="Class Feature" not-wearing="armor:heavy"  />
		<statadd name="lightning:attack" value="+1" type="Class Feature" not-wearing="armor:heavy"  />
		<statadd name="thunder:attack" value="+1" type="Class Feature" not-wearing="armor:heavy"  />
    </rules>  
While you are not wearing heavy armor, you gain a +1 bonus to the attack rolls of druid attack powers and druid paragon path attack powers that have the cold, fire, lightning, or thunder keywords.
</RulesElement>

<RulesElement name="Whirlwind of Sand" type="Power" internal-id="ID_FMP_POWER_16118" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> Scourging sand rakes the air around you. The fierce wind and drifting dust hinder your enemies' movement. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 1 </specific>
    <specific name="Keywords"> Beast Form, Elemental, Implement, Primal, Thunder </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier thunder damage, and the target is slowed (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> Until the end of the encounter, squares adjacent to you are difficult terrain for enemies. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Your bestial form dissolves into a swirling cloud of sand that builds speed until you become a veritable storm of roaring wind and hard-driven sand that can carve rock or flay flesh, accompanied by thunder that shakes the ground.
</RulesElement>

  <RulesElement name="Dust Eddy" type="Power" internal-id="ID_FMP_POWER_16119" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> You surround yourself with a violent swirl of wind that fills the air with dust and debris. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Utility 2 </specific>
    <specific name="Keywords"> Aura, Beast Form, Elemental, Primal </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You gain partial concealment and activate an aura 1 that last until the end of your next turn or until you leave beast form. Any enemy that ends its turn in the aura is blinded until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The primal spirits loosen the primal ban on your behalf, helping you draw elemental power through your bestial form and manifest it around you. Ash, dust, sand, or snow forms across your body, falls free, and swirls around you in a blinding cloud.
</RulesElement>
  
<RulesElement name="Brutal Erosion" type="Power" internal-id="ID_FMP_POWER_16120" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
    <Flavor> Primal magic erodes the creature you hit, much as the winds smooth hills and the waves devour coastlines. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 5 </specific>
    <specific name="Keywords"> Elemental, Primal, 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. AC </specific>
    <specific name="Hit"> 2[W] + Wisdom modifier damage, and the target is subjected to brutal erosion (save ends). Until this effect ends, the target takes a -1 penalty to attack rolls and all defenses. This penalty worsens by 1 each time the target is hit by an attack (maximum penalty of -5). </specific>
    <specific name="Miss"> Half damage, and the target is subjected to brutal erosion as above, but with a maximum penalty of -2 (save ends). </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
This evocation applies the natural forces of erosion to an enemy, so that pieces of its body fall away each time you or an ally strikes it.
</RulesElement>
  
<RulesElement name="Raise the Stones" type="Power" internal-id="ID_FMP_POWER_16121" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6 </Category>
    <Flavor> You call to the spirits of earth, and a group of monoliths emerge from the ground. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 6 </specific>
    <specific name="Keywords"> Elemental, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 10 </specific>
    <specific name="Effect"> You create six stone pillars in unoccupied squares on solid ground in the burst. The pillars are blocking terrain. Each pillar stands 10 feet tall and has AC 5, Fortitude 15, Reflex 5, and 30 hit points. A creature can climb a pillar with a DC 15 Athletics check. If a pillar is reduced to 0 hit points, its square and each square adjacent to it becomes rubble-strewn difficult terrain. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
The druids of old created stone circles to commune with the primal spirits, to mark the burial sites of great warriors, or to help study the stars. Raise the stones can provide cover from attacks and create an obstacle to impede your foes.
</RulesElement>

<RulesElement name="Wildfire Aura" type="Power" internal-id="ID_FMP_POWER_16122" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
    <Flavor> Vicious spirits respond to your evocation with hungry flames that leap and dance around you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 9 </specific>
    <specific name="Keywords"> Aura, Beast Form, Elemental, Fire, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Wisdom modifier fire damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> You activate an aura 1 that lasts until the end of the encounter or until you dismiss it as a minor action. Any enemy that ends its turn in the aura takes fire damage equal to your Wisdom modifier. Once per round as a minor action while you are in beast form, you can increase the aura's size by 1 (up to aura 5). </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
One of the biggest risks in wielding elemental fire is its tendency to get out of control. You learn to command the primal spirits that help you assume a monstrous form and open conduits to elemental fire. Ravenous flames wreathe you, flowing out to wash over your foes. The longer you let the flames run wild, the farther they spread.
</RulesElement>
  
<RulesElement name="Spirited Wind" type="Power" internal-id="ID_FMP_POWER_16123" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MOVE_ACTION,10 </Category>
    <Flavor> A powerful gust circles around you and lifts you and an ally into the air. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Druid Utility 10 </specific>
    <specific name="Keywords"> Elemental, Primal </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> You and one ally in the burst </specific>
    <specific name="Effect"> Each target can fly up to 6 squares as a free action, and gains a +4 power bonus to all defenses against opportunity attacks provoked by this movement. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
The spirits of elemental air offer their aid when you use spirited wind. They rush about you, gathering in numbers enough to carry you and a companion wherever you wish to go.
</RulesElement>
  
<RulesElement name="Jaws of Ice" type="Power" internal-id="ID_FMP_POWER_16124" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> Spirits of cold and winter swirl around you and trap enemies in ice that promises a slow demise. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 15 </specific>
    <specific name="Keywords"> Aura, Beast Form, Cold, Elemental, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 3d10 + Wisdom modifier cold damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> You activate an aura 1 that lasts until the end of the encounter or until you dismiss it as a minor action. Enemies are slowed and cannot shift while in the aura. In addition, any enemy that ends its turn in the aura takes 10 cold damage and is grabbed. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
The spirits of winter answer your call and help you transform into a shaggy beast of snow and ice. This evocation is useful for pinning down enemies with elemental cold until they freeze to death.
</RulesElement>

<RulesElement name="Chariot of Sustarre" type="Power" internal-id="ID_FMP_POWER_16125" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,16 </Category>
    <Flavor> In a thunderous clap, two fiery steeds appear, pulling a flaming chariot to carry you into battle. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Utility 16 </specific>
    <specific name="Keywords"> Elemental, Primal, Summoning </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You summon the chariot of Sustarre in an unoccupied space within range. The chariot and its two steeds are treated as a single creature; they share hit points and cannot be separated.
	The chariot lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description.
	The chariot can hold up to four Medium creatures in a Large space centered on one of its edges. Entering or leaving that space costs 1 extra square of movement. 
	The chariot lasts until it is reduced to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_65 </specific>
		<rules>
			<statadd name="FREEBEE:ID_FMP_ASSOCIATE_65" value="+1" />
			<grant name="ID_TIV_COMPANION_CHARIOT_OF_SUSTARRE" type="Power" />
		</rules>   
Sustarre, a renowned druid, learned how to summon a flaming chariot that can convey a group of companions through the sky.
</RulesElement>

<RulesElement name="Ravaging Lightning" type="Power" internal-id="ID_FMP_POWER_16126" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
    <Flavor> Lightning envelops your claws as your strike marks an opponent for the reprisals of the primal storm spirits. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 19 </specific>
    <specific name="Keywords"> Beast Form, Elemental, Implement, Lightning, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> One or two creatures </specific>
    <specific name="Attack"> Wisdom vs. Reflex </specific>
    <specific name="Hit"> 4d8 + Wisdom modifier lightning damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The target is subjected to ravaging lightning (save ends). If the target makes an attack, it cannot make saving throws against this effect until the start of its next turn. When the target misses with an attack, it grants combat advantage until the start of its next turn and takes lightning damage equal to your Wisdom modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
You can use the primal power sustaining your beast form to attract elemental lightning to dance across your body. You leap forward, releasing crackling death against those in your path. The lingering energy intensifies with each hostile action your victims make.
</RulesElement>

<RulesElement name="Summon Elemental Warrior" type="Power" internal-id="ID_TIV_POWER_16127-1" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,25 </Category>
    <Flavor> An elemental beinB forms at your command, its raw, violent nature only just constrained by your will. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 25 </specific>
    <specific name="Keywords"> Elemental, Primal, Summoning </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You summon an elemental warrior in an unoccupied space within range. The elemental is a type you choose; air, earth, fire, or water. The creature is an ally to you and your allies.
	The elemental lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the elemental's description. You must have line of effect to the elemental to command it. When you command the elemental, you and the elemental share knowledge but not senses.
	When the elemental makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. 
	The elemental lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayAssociates"> ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_AIR, ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_EARTH, ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_FIRE, ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_WATER </specific>
		<rules>
			<statadd name="FREEBEE:ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_AIR" value="+1" />
			<statadd name="FREEBEE:ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_EARTH" value="+1" />
			<statadd name="FREEBEE:ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_FIRE" value="+1" />
			<statadd name="FREEBEE:ID_TIV_ASSOCIATE_ELEMENTAL_WARRIOR_WATER" value="+1" />
			<grant name="ID_TIV_COMPANION_ELEMENTAL_WARRIOR_AIR" type="Power" />
			<grant name="ID_TIV_COMPANION_ELEMENTAL_WARRIOR_EARTH" type="Power" />
			<grant name="ID_TIV_COMPANION_ELEMENTAL_WARRIOR_FIRE" type="Power" />
			<grant name="ID_TIV_COMPANION_ELEMENTAL_WARRIOR_WATER" type="Power" />
		</rules>   
In much the same way as the primordials manipulated raw chaos to make it assume a fixed state, you have learned to loosen the bonds that hold substance together and return it to the primordial state. In this form, you can direct it to obey your every command.
</RulesElement>
  
<RulesElement name="Wicker Man" type="Power" internal-id="ID_FMP_POWER_16129" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 </Category>
    <Flavor> You create a ghastly wicker man, a great looming monstrosity that entraps your enemies. The howls and screams of caught foes are almost drowned out by the roaring flames. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 25 </specific>
    <specific name="Keywords"> Conjuration, Elemental, Fire, Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Effect"> You conjure a Huge wicker man on the ground within range. The wicker man occupies its space. The wicker man can be attacked, has hit points equal to your bloodied value, and shares your defenses. The wicker man lasts until it drops to 0 hit points or until the end of your next turn. Any creature that enters a square adjacent to the wicker man or ends its turn there takes fire damage equal to your Wisdom modifier (a creature can take this damage only once per turn).
	When the wicker man first appears, you make the following attack. </specific>
    <specific name=" Target"> Each creature in the wicker man's space </specific>
    <specific name=" Attack"> Wisdom vs. Reflex </specific>
    <specific name=" Hit"> The target is restrained (escape DC 33). Until this effect ends, the target takes ongoing 10 fire damage. In addition, the target has line of sight and line of effect only to things inside the wicker man, and no creature outside the wicker man has line of sight or line of effect to it. The  effect ends if the target is entirely outside the wicker man. </specific>
    <specific name=" Miss"> You slide the target up to 2 squares to a square adjacent to the wicker man. The target then falls prone. </specific>
    <specific name="Sustain Minor"> The wicker man persists until the end of your next turn. Each creature restrained inside the wicker man takes 2d10 + your Wisdom modifier fire damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
Druids who hold congress with the more sinister primal spirits sometimes go to great lengths to appease their spiritual benefactors. The wicker man power holds a sacrifice in place while roaring fires cook it alive.
</RulesElement>

<RulesElement name="Blizzard's Embrace" type="Power" internal-id="ID_FMP_POWER_16130" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_126,ID_FMP_CATEGORY_50,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> Your strike sets the spirits of elemental cold against your enemies in a storm of snow, wind, and ice. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Druid Attack 29 </specific>
    <specific name="Keywords"> Beast Form, Cold, Elemental, Implement, Primal, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Wisdom vs. Fortitude </specific>
    <specific name="Hit"> 4d8 + Wisdom modifier damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. For enemies, the zone is heavily obscured and difficult terrain. In addition, any enemy that ends its turn in the zone takes 10 cold damage and is restrained until the start of its next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_126 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
While in your monstrous form, you draw forth primal spirits infused with elemental cold, luring them to your side with promises of light and warmth. The spirits feast upon your enemies and prevent their escape with claws of elemental ice.
</RulesElement>
</D20Rules>