<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.10</Version>
    <Filename>14-rogue.part</Filename>
    <PartAddress>http://cbloader.com/sorted/14-rogue.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/14-rogue.txt</VersionAddress>
  </UpdateInfo>
  <!-- Rogue -->
  <!-- 14-rogue.part, version 1.10 -->
  <!-- Original release: 13-July-2011; Last modified: 26-December-2011 -->
  <!-- Test compiled with CBLoader build V1.3.0 -->
  <!-- This part file belongs to the July 2011 reorganization of data files. -->
  <!-- Special thanks to the entire community for handling the materials. -->
<Changelog>
 Updated 13-July-2011 File released.
 Updated 13-July-2011 Rogue Weapon Talent restored.
 Updated 30-July-2011 Backstab fixed.  Now unslectable by rogues.
 Updated 31-July-2011 Conflict Issues.
 Updated 31-July-2011 Sudden Leap fixed to Utility.
 Updated 18-August-2011 Weapon Finesse fix.
 Updated 20-August-2011 Supressed superflous Class Entries on Character Sheet.
 Updated 20-August-2011 Slip from the Grasp correction.
 Updated 21-August-2011 Level 13 Improved Backstab typo correction.
 Updated 19-October-2011 Changed Standard Action (Special) to Standard Action on Line 1272
 Updated 26-December-2011 Cunning Escape updated to latest version.
</Changelog> 
  
  <!-- Class Feature Updates -->
  <RulesElement name="Rogue Weapon Talent" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_391" source="Player's Handbook" revision-date="10/5/2010 1:47:04 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> Damage die increases one size with shuriken; +1 on attacks with daggers. </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <modify name="Shuriken" type="Weapon" Field="Damage" die-increase="1" />
      <modify name="Shuriken (Large)" type="Weapon" Field="Damage" die-increase="1" />
      <statadd name="weapon,Dagger:attack" value="+1" />
      <statadd name="weapon,Kukri:attack" value="+1" requires="Weapon Proficiency (Kukri)" />
      <statadd name="weapon,Parrying dagger:attack" value="+1" requires="Weapon Proficiency (Parrying dagger)" />
    </rules>
When you wield a shuriken, your weapon damage die increases by one size. In addition, you gain a +1 bonus to weapon attack rolls with daggers.
   </RulesElement>
  <!-- Thief sub-class -->
  <RulesElement name="Thief" type="Class" internal-id="ID_FMP_CLASS_719" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:42:48 PM">
    <specific name="Key Abilities"> Dexterity, Strength, Charisma </specific>
    <specific name="Armor Proficiencies"> Cloth, leather </specific>
    <specific name="Weapon Proficiencies"> Dagger, hand crossbow, short sword, shortbow, sling </specific>
    <specific name="Bonus to Defense"> +2 Reflex </specific>
    <specific name="Hit Points at 1st Level"> 12+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 5 </specific>
    <specific name="Healing Surges"> 6+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Stealth, Thievery. From the class skills list below, choose 4 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex) </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Backstab, First Strike, Rogue's Trick, Sneak Attack, Weapon Finesse, Level 2 Thief Utility Power, Skill Mastery, Thief Weapon Talent, Level 3 Improved Backstab, Level 4 Extra Rogue's Trick, Cunning Escape, Level 6 Thief Utility Power, Level 7 Extra Rogue's Trick, Improved Finesse, Thief Combat Readiness, Level 10 Thief Utility Power, Level 13 Improved Backstab, Paragon Finesse, Slip from the Grasp, Level 17 Extra Rogue's Trick, Evasive Backstab, Invisible Stalker, Elusive Thief, Epic Finesse, Reliable Thief, Epic Skill Mastery </specific>
    <specific name="Role"> Striker. Your quick wits and mastery of stealth let you slip past your enemies to strike when they least expect it. You do your best work when teamed with a defender or another striker to flank enemies, </specific>
    <specific name="Power Source"> Martial. Your talents depend on extensive training and constant practice, innate skill and natural coordination. </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_3 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_1 </specific>
    <specific name="Short Description"> Quick reflexes, a sharp wit, and a deadly blade allow you to overcome any challenge. </specific>
    <specific name="_ParentClass"> ID_FMP_CLASS_6 </specific>
    <specific name="_SUGGESTED_FEATS"> ID_FMP_FEAT_3145,ID_FMP_FEAT_3126,ID_FMP_FEAT_3119,ID_FMP_FEAT_396,ID_FMP_FEAT_3144,ID_FMP_FEAT_109,ID_FMP_FEAT_3128,ID_FMP_FEAT_127,ID_FMP_FEAT_3121,ID_FMP_FEAT_3137,ID_FMP_FEAT_272,ID_FMP_FEAT_3135,ID_FMP_FEAT_3154,ID_FMP_FEAT_3133,ID_FMP_FEAT_171,ID_FMP_FEAT_165,ID_FMP_FEAT_3138,ID_FMP_FEAT_245,ID_FMP_FEAT_131 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_THIEF" type="Grants" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_6 (ID_FMP_CLASS_719)" />
      <statadd name="_LEVEL-ONE-HPS" value="+12" />
      <statadd name="_PER-LEVEL-HPS" value="+5" />
      <statadd name="Healing Surges" value="+6" />
      <statadd name="Reflex Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="4" Category="ID_FMP_CLASS_719" />
    </rules>
A thief specializes in agility and trickery, using hard-earned skills to pilfer and hide, escape from tight situations, and overcome deadly traps. A thief has powerful combat abilities, but relies first and foremost on circumventing an enemy's defenses through acrobatics and stealth. Brute strength and arcane power have their uses, but a thief 's quick reflexes and agile touch can get the drop on enemies before they know what hit them.
	Most thief adventurers are explorers and treasure hunters, keen on delving into long-forgotten ruins in the hope of finding valuable lore, treasure, or magic. Many thieves learn their skills on the streets or as unapologetic criminals. However, such characters often develop noble intentions, choosing to steal only from the wealthy or from those in need of being taught a lesson. After all, sometimes bad guys make the best good guys.
</RulesElement>
  <RulesElement name="Thief" type="Grants" internal-id="ID_INTERNAL_GRANTS_THIEF" source="Player Essentials: Heroes of the Fallen Lands">
    <specific name="_SupportsID"> ID_FMP_CLASS_719 </specific>
    <rules>
      <grant name="ID_FMP_ROLE_3" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_1" type="Power Source" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORTBOW)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HAND_CROSSBOW)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SWORD)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SLING)" type="Proficiency" />
      <grant name="ID_FMP_CLASS_FEATURE_368" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_322" type="Class Feature" />
      <grant name="ID_INTERNAL_SKILL_TRAINING_STEALTH" type="Skill Training" />
      <grant name="ID_INTERNAL_SKILL_TRAINING_THIEVERY" type="Skill Training" />
      <grant name="ID_FMP_CLASS_FEATURE_2859" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_2788" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_2860" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_3028" type="Class Feature" Level="2" />
      <grant name="ID_FMP_CLASS_FEATURE_2789" type="Class Feature" Level="2" />
      <grant name="ID_FMP_CLASS_FEATURE_2861" type="Class Feature" Level="2" />
      <grant name="ID_FMP_CLASS_FEATURE_2790" type="Class Feature" Level="3" />
      <grant name="ID_FMP_CLASS_FEATURE_2862" type="Class Feature" Level="4" />
      <grant name="ID_FMP_CLASS_FEATURE_2863" type="Class Feature" Level="5" />
      <grant name="ID_FMP_CLASS_FEATURE_3029" type="Class Feature" Level="6" />
      <grant name="ID_FMP_CLASS_FEATURE_3030" type="Class Feature" Level="7" />
      <grant name="ID_FMP_CLASS_FEATURE_3096" type="Class Feature" Level="9" />
      <grant name="ID_FMP_CLASS_FEATURE_2793" type="Class Feature" Level="9" />
      <grant name="ID_FMP_CLASS_FEATURE_3031" type="Class Feature" Level="10" />
      <grant name="ID_FMP_CLASS_FEATURE_3033" type="Class Feature" Level="13" />
      <grant name="ID_FMP_CLASS_FEATURE_2796" type="Class Feature" Level="15" />
      <grant name="ID_FMP_CLASS_FEATURE_3034" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_3035" type="Class Feature" Level="17" />
      <grant name="ID_FMP_CLASS_FEATURE_2798" type="Class Feature" Level="19" />
      <grant name="ID_FMP_CLASS_FEATURE_3036" type="Class Feature" Level="22" />
      <grant name="ID_FMP_CLASS_FEATURE_2800" type="Class Feature" Level="23" />
      <grant name="ID_FMP_CLASS_FEATURE_2801" type="Class Feature" Level="25" />
      <grant name="ID_FMP_CLASS_FEATURE_2802" type="Class Feature" Level="27" />
      <grant name="ID_FMP_CLASS_FEATURE_2803" type="Class Feature" Level="29" />
      <grant name="ID_INTERNAL_GRANTS_THIEF_IMPLEMENTS" type="Grants" />
      <grant name="ID_INTERNAL_INTERNAL_ESSENTIALS_CLASS" type="Internal" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_THIEF" type="CountsAsClass" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_ROGUE" type="CountsAsClass" />
    </rules>
  </RulesElement>
  <RulesElement name="Thief Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_THIEF_IMPLEMENTS" source="Player Essentials: Heroes of the Fallen Lands">
    <specific name="_SupportsID"> ID_FMP_CLASS_719 </specific>
  </RulesElement>
  <RulesElement name="Thief" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_THIEF" source="Player Essentials: Heroes of the Fallen Lands">
    <specific name="_SupportsID"> ID_FMP_CLASS_719 </specific>
You count as a thief for meeting prerequisites.
</RulesElement>
  <RulesElement name="Backstab" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2859" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <specific name="Short Description"> You gain the backstab power. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_12710 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12710 </specific>
    <specific name="_CS_ShortDescription"> @Level 3 Improved Backstab </specific>
    <rules>
      <grant name="ID_FMP_POWER_12710" type="Power" />
    </rules>
You gain the backstab power.
</RulesElement>
  <RulesElement name="Weapon Finesse" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2788" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> To a rogue, speed and elegance are everything. Brute force is the domain of the fighter, not the cunning thief. When you enter into melee, you prefer to rely on agility rather than brawn. </Flavor>
    <specific name="Short Description"> Use Dex (not Str) for melee basic attacks, damage. +2 damage with light blades, hand crossbows, shortbows, slings </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Strength or Dexterity vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + Strength or Dexterity modifier damage.
Increase damage to 2[W] + Strength or Dexterity modifier damage at 21st level." />
      <textstring name="melee basic:key ability" value="Strength,Dexterity" />
      <statadd name="Weapon Finesse Damage Bonus" value="+2" />
      <statadd name="light blade group:damage" value="+Weapon Finesse Damage Bonus" />
      <statadd name="hand crossbow:damage" value="+Weapon Finesse Damage Bonus" />
      <statadd name="shortbow:damage" value="+Weapon Finesse Damage Bonus" />
      <statadd name="sling:damage" value="+Weapon Finesse Damage Bonus" />
    </rules>
When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to damage rolls with light blades, hand crossbows, shortbows, and slings.
</RulesElement>
  <RulesElement name="Rogue's Trick" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2860" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> All rogues are masters of trickery. Whether by distracting an enemy with a quick flurry of a rapier, pulling off an acrobatic maneuver that allows a rogue to slip past a foe, or uttering a few honeyed words that drop a creature's defenses, all rogues rely on cunning and wits rather than brute force or heavy armor.
	As a thief, you focus on staying in motion. After all, once you have grabbed a treasure, your next goal is to escape. Slaying a treasure's guards is one way to avoid capture, but it is messy, noisy, and liable to create further complications for you. You know how to move quickly to slip past an enemy.
	When you must stand and fight, the same talents that make your escape possible prove just as useful. Misdirection opens gaps in an enemy's defenses, while a quick maneuver puts you in the perfect spot to find a gap in a monster's armor. 
	These tactics and abilities are called tricks. Tricks are powers, usually move actions that allow you to shift or move and gain an additional benefit. Some tricks grant you a special type of move, such as the ability to run along a wall or shift past an enemy. Their benefits vary from additional damage with your next attack, the ability to knock an enemy prone, or an additional move you can use at the end of your turn to slip away from a foe's grasp. As you gain levels, you learn more tricks. </Flavor>
    <specific name="Short Description"> Gain two at-will powers </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="2" Category="ID_FMP_CLASS_FEATURE_2860" />
    </rules>
You gain two of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 2 Thief Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3028" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 2 </Category>
    <Flavor> As a thief, you are the master of traps, locks, and acrobatic exploits. In the course of your earliest adventures, you choose which of those talents to hone and perfect. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Powers"> ID_FMP_POWER_10169,ID_FMP_POWER_1038,ID_FMP_POWER_12721,ID_FMP_POWER_1395 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_10169,ID_FMP_POWER_1038,ID_FMP_POWER_12721,ID_FMP_POWER_1395 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_6,ID_INTERNAL_CATEGORY_UTILITY,2" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Skill Mastery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2789" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 2 </Category>
    <Flavor> Thieves and other rogues are unmatched in their ability to use skills. Other warriors view weapons and armor as tools of battle. You draw upon your tools and talents for excellence both in and out of combat. </Flavor>
    <specific name="Short Description"> +1 additional trained skill. Natural 20 on a skill challenge check automatically succeeds, +1 additional success. </specific>
    <specific name="Level"> 2 </specific>
    <rules>
      <select type="Skill Training" number="1" Category="ID_FMP_SKILL_3|ID_FMP_SKILL_7|ID_FMP_SKILL_13|ID_FMP_SKILL_14|ID_FMP_SKILL_17|ID_FMP_SKILL_21" />
    </rules>
You gain an additional trained skill, chosen from the following list: Bluff, Dungeoneering, Insight, Intimidate, Perception, and Streetwise.
	Also, during a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
</RulesElement>
  <RulesElement name="Thief Weapon Talent" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2861" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 2 </Category>
    <Flavor> As a rogue, you favor light weapons that are easy to conceal. Your mastery of such weapons grants you an edge when attacking with them. </Flavor>
    <specific name="Short Description"> You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="_CS_ShortDescription"> +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings </specific>
    <rules>
      <statadd name="light blade group,weapon:attack" value="+1" />
      <statadd name="hand crossbow,weapon:attack" value="+1" />
      <statadd name="shortbow,weapon:attack" value="+1" />
      <statadd name="sling,weapon:attack" value="+1" />
    </rules>
You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
</RulesElement>
  <RulesElement name="Level 3 Improved Backstab" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2790" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 3 </Category>
    <Flavor> Each fight hones your ability to better assess the defenses of your foes. When weakness presents itself, you take full advantage to strike. </Flavor>
    <specific name="Short Description"> You gain one more use of backstab per encounter, but you can still use it only once per turn. </specific>
    <specific name="Level"> 3 </specific>
    <specific name="_CS_ShortDescription"> Use backstab power twice per encounter.@Level 13 Improved Backstab </specific>
    <rules>
      <modify type="Power" name="Backstab" field="Special" value="You can use backstab twice per encounter, but only once per turn." />
    </rules>
You gain one more use of backstab per encounter, but you can still use it only once per turn.
</RulesElement>
  <RulesElement name="Level 4 Extra Rogue's Trick" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2862" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 4 </Category>
    <Flavor> With each successful heist, you learn new tricks to unleash upon your enemies. You gain a new rogue's trick. </Flavor>
    <specific name="Short Description"> Gain one additional rogue trick. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 4 </specific>
    <specific name="Powers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="_CS_ShortDescription"> Gain one additional rogue trick </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_FEATURE_2862" />
    </rules>
You gain one additional rogue trick.
</RulesElement>
  <RulesElement name="Cunning Escape" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2863" source="Player Essentials: Heroes of the Fallen Lands">
    <Category> 5 </Category>
    <specific name="Short Description"> Gain the cunning escape power </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Powers"> ID_FMP_POWER_12722 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12722 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12722" type="Power" />
    </rules>  
You gain the cunning escape power.
</RulesElement>
  <RulesElement name="Level 6 Thief Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3029" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 6 </Category>
    <Flavor> Your repertoire of combat tricks continues to expand, granting you new ways to catch your enemies off guard. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Powers"> ID_FMP_POWER_7399,ID_FMP_POWER_365,ID_FMP_POWER_12724,ID_FMP_POWER_10172 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_7399,ID_FMP_POWER_365,ID_FMP_POWER_12724,ID_FMP_POWER_10172 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_6,ID_INTERNAL_CATEGORY_UTILITY,6" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 7 Extra Rogue's Trick" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3030" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 7 </Category>
    <Flavor> With each successful heist, you learn new tricks to unleash upon your enemies. </Flavor>
    <specific name="Short Description"> Choose one additional rogue trick </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Powers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="_CS_ShortDescription"> Choose one additional rogue trick </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_FEATURE_3030" />
    </rules>
You gain one additional rogue trick.
</RulesElement>
  <RulesElement name="Thief Combat Readiness" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3096" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 9 </Category>
    <Flavor> You have honed your intuition and awareness for battle, allowing you to better predict when combat will break out. </Flavor>
    <specific name="Short Description"> +2 bonus to initiative. </specific>
    <specific name="Level"> 9 </specific>
    <specific name="_CS_ShortDescription"> +2 bonus to initiative </specific>
    <rules>
      <statadd name="Initiative Misc" value="+2" />
    </rules>
You gain a +2 bonus to initiative.
</RulesElement>
  <RulesElement name="Improved Finesse" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2793" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 9 </Category>
    <Flavor> After countless skirmishes, your deft touch makes your chosen weapons even more deadly in your hands. </Flavor>
    <specific name="Short Description"> Weapon Finesse's bonus to damage rolls increases to +3 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="_CS_ShortDescription"> @Paragon Finesse </specific>
    <rules>
      <statadd name="Weapon Finesse Damage Bonus" value="+1" />
    </rules>
The bonus to damage rolls granted by your Weapon Finesse class feature increases to +3.
</RulesElement>
  <RulesElement name="Level 10 Thief Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3031" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 10 </Category>
    <Flavor> Each new power you master grants you greater opportunity to shine in combat. Your enemies never know what surprise you might spring on them next. </Flavor>
    <specific name="Short Description"> Choose one utility power </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Powers"> ID_FMP_POWER_12725,ID_FMP_POWER_12726,ID_FMP_POWER_12727,ID_FMP_POWER_1396 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12725,ID_FMP_POWER_12726,ID_FMP_POWER_12727,ID_FMP_POWER_1396 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_6,ID_INTERNAL_CATEGORY_UTILITY,10" />
    </rules>
You gain one of the following powers of your choice.
</RulesElement>
  <RulesElement name="Level 13 Improved Backstab" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3033" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 13 </Category>
    <Flavor> Your ability to better assess the defenses of your foes continues to improve. </Flavor>
    <specific name="Short Description"> +1 use of backstab per encounter (1/turn) </specific>
    <specific name="Level"> 13 </specific>
    <specific name="_CS_ShortDescription"> Can backstab three times per encounter </specific>
    <rules>
      <modify type="Power" name="Backstab" field="Special" value="You can use backstab three times per encounter, but only once per turn." />
    </rules>
You gain one more use of backstab per encounter, but you can still use it only once per turn.
</RulesElement>
  <RulesElement name="Paragon Finesse" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2796" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 15 </Category>
    <Flavor> Your weapons become an extension of your body, hitting with deadly effect on every successful strike. </Flavor>
    <specific name="Short Description"> Weapon Finesse's bonus to damage rolls increases to +4 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="_CS_ShortDescription"> @Epic Finesse </specific>
    <rules>
      <statadd name="Weapon Finesse Damage Bonus" value="+1" />
    </rules>
The bonus to damage rolls granted by your Weapon Finesse class feature increases to +4.
</RulesElement>
<RulesElement name="Slip from the Grasp" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3034" source="Player Essentials: Heroes of the Fallen Lands">
  <Category> 16 </Category>
  <specific name="Short Description"> Gain the slip from the grasp power. </specific>
  <specific name="Level"> 16 </specific>
  <specific name="Powers"> ID_FMP_POWER_12729 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_6 </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_12729 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12729" type="Power" />
    </rules>  
You gain the slip from the grasp power.
</RulesElement>
  <RulesElement name="Level 17 Extra Rogue's Trick" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3035" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 17 </Category>
    <Flavor> With each successful heist, you learn new tricks to unleash upon your enemies. </Flavor>
    <specific name="Short Description"> +1 additional rogue trick. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Powers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12711,ID_FMP_POWER_12712,ID_FMP_POWER_12713,ID_FMP_POWER_12714,ID_FMP_POWER_12715,ID_FMP_POWER_12716,ID_FMP_POWER_12717,ID_FMP_POWER_12718,ID_FMP_POWER_12719 </specific>
    <specific name="_CS_ShortDescription"> +1 additional rogue trick </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_FEATURE_3035" />
    </rules>
You gain one additional rogue trick.
</RulesElement>
  <RulesElement name="Evasive Backstab" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2798" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 19 </Category>
    <Flavor> You become adept at delivering a deadly strike and then leaping away to safety. </Flavor>
    <specific name="Short Description"> After you use backstab, you can immediately shift up to 3 squares as a free action. </specific>
    <specific name="Level"> 19 </specific>
    <rules>
      <modify name="Backstab" type="Power" Field="Evasive Backstab" value="After you use backstab, you can immediately shift up to 3 squares as a free action." />
    </rules>
After you use backstab, you can immediately shift up to 3 squares as a free action.
</RulesElement>
  <RulesElement name="Invisible Stalker" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3036" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 22 </Category>
    <specific name="Short Description"> Gain the invisible stalker power. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Powers"> ID_FMP_POWER_12730 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12730 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_6,utility,22" />
    </rules>
You gain the invisible stalker power or a level 22 rogue utility power.
</RulesElement>
  <RulesElement name="Elusive Thief" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2800" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 23 </Category>
    <Flavor> Your exceptional thieving abilities make you all but impossible to pin down. Neither the fiercest enemies nor the deadliest traps can hinder your movement. </Flavor>
    <specific name="Short Description"> Roll twice, use either result for saves vs. immobilized, restrained, slowed, or for escape actions (Acrobatics or Athletics) </specific>
    <specific name="Level"> 23 </specific>
Whenever you make an Acrobatics check or an Athletics check as part of the escape action or make a saving throw against an effect that immobilizes, restrains, or slows you, you can roll twice and use either result.
</RulesElement>
  <RulesElement name="Epic Finesse" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2801" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 25 </Category>
    <Flavor> Your weapon attacks strike home with a deadly and unstoppable grace. </Flavor>
    <specific name="Short Description"> Weapon Finesse's bonus to damage rolls increases to +5 </specific>
    <specific name="Level"> 25 </specific>
    <rules>
      <statadd name="Weapon Finesse Damage Bonus" value="+1" />
    </rules>
The bonus to damage rolls granted by your Weapon Finesse class feature increases to +5.
</RulesElement>
  <RulesElement name="Reliable Thief" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2802" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 27 </Category>
    <Flavor> The subtlety and trickery that are the tools of your trade are unsurpassed. </Flavor>
    <specific name="Short Description"> Whenever you make a Stealth check or a Thievery check, you can roll twice and use either result. </specific>
    <specific name="Level"> 27 </specific>
Whenever you make a Stealth check or a Thievery check, you can roll twice and use either result.
</RulesElement>
  <RulesElement name="Epic Skill Mastery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2803" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 29 </Category>
    <Flavor> Your unequaled instinct lets you excel at any enterprise you set your mind to, even those in which you have no formal training. </Flavor>
    <specific name="Short Description"> You gain a +3 bonus to all skill checks. </specific>
    <specific name="Level"> 29 </specific>
    <specific name="_CS_ShortDescription"> Gain a +3 bonus to all skill checks </specific>
    <rules>
      <statadd name="Acrobatics Misc" value="+3" />
      <statadd name="Arcana Misc" value="+3" />
      <statadd name="Athletics Misc" value="+3" />
      <statadd name="Bluff Misc" value="+3" />
      <statadd name="Diplomacy Misc" value="+3" />
      <statadd name="Dungeoneering Misc" value="+3" />
      <statadd name="Endurance Misc" value="+3" />
      <statadd name="Heal Misc" value="+3" />
      <statadd name="History Misc" value="+3" />
      <statadd name="Insight Misc" value="+3" />
      <statadd name="Intimidate Misc" value="+3" />
      <statadd name="Nature Misc" value="+3" />
      <statadd name="Perception Misc" value="+3" />
      <statadd name="Religion Misc" value="+3" />
      <statadd name="Stealth Misc" value="+3" />
      <statadd name="Streetwise Misc" value="+3" />
      <statadd name="Thievery Misc" value="+3" />
    </rules>
You gain a +3 bonus to all skill checks.
</RulesElement>
  <!-- Master Thief -->
  <RulesElement name="Master Thief" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_720" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:42:48 PM">
    <Prereqs> Thief </Prereqs>
    <print-prereqs> Thief </print-prereqs>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_2794, ID_FMP_CLASS_FEATURE_2795, ID_FMP_CLASS_FEATURE_2864, ID_FMP_CLASS_FEATURE_2799, ID_FMP_CLASS_FEATURE_3032, ID_FMP_CLASS_FEATURE_3093 </specific>
    <specific name="Powers"> ID_FMP_POWER_12728 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_2794" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_2795" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3032" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3093" type="Class Feature" Level="12" />
      <grant name="ID_FMP_CLASS_FEATURE_2864" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_2799" type="Class Feature" Level="20" />
    </rules>
To a thief in the paragon tier, mundane guardians, traps, and locks are the stuff of mockery. In any human or dwarven city, there are few items you could not have if you wanted them. Your attention now turns to far greater quarry: treasures lost to time, and riches sealed away by titans, demon lords, and worse.
</RulesElement>
  <RulesElement name="Masterful Cunning" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2794" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> You always have a trick up your sleeve, ready to reveal when the situation demands it. This allows you to turn every encounter to your advantage. </Flavor>
    <specific name="Short Description"> Once during your first turn in an encounter, you can shift up to 3 squares as a free action. </specific>
    <specific name="Level"> 11 </specific>
Once during your first turn in an encounter, you can shift up to 3 squares as a free action.
</RulesElement>
  <RulesElement name="Masterful Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2795" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Your ability to strike without notice is refined to a deadly art. In your hands, stealth and speed become devastating weapons. </Flavor>
    <specific name="Short Description"> Action point spent to attack: deal sneak attack damage to target you have combat advantage against </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Masterful Action:When you spend an action point to use an attack power, you can deal your Sneak Attack damage to a target of the power regardless of whether you hit it or whether you have dealt Sneak Attack damage to it this turn, but you must have combat advantage against the target." />
    </rules>
When you spend an action point to use an attack power, you can deal your Sneak Attack damage to a target of the power regardless of whether you hit it or whether you have dealt Sneak Attack damage to it this turn, but you must have combat advantage against the target.
</RulesElement>
  <RulesElement name="Level 11 Improved Backstab" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3032" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Your ability to better assess the defenses of your foes continues to improve. </Flavor>
    <specific name="Short Description"> +1 use of backstab per encounter (1/turn) </specific>
    <specific name="Level"> 11 </specific>
    <specific name="_CS_ShortDescription"> You can use the backstab power one more time per encounter. </specific>
    <rules>
      <modify type="Power" name="Backstab" field="Level 11" value="You gain an additonal use of backstab per encounter from your Paragon Path feature." />
    </rules>
You gain one more use of backstab per encounter, but you can still use it only once per turn.
</RulesElement>
  <RulesElement name="Fading Retreat" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3093" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 12 </Category>
    <specific name="Short Description"> Gain the fading retreat power. </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_12728 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_720 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12728 </specific>
    <specific name="_CS_ShortDescription"> Gain the fading retreat power </specific>
    <rules>
      <grant name="ID_FMP_POWER_12728" type="Power" />
    </rules>
You gain the fading retreat power.
</RulesElement>
  <RulesElement name="Shadow Striker" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2864" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 16 </Category>
    <Flavor> You have perfected the art of remaining hidden even while striking out against your enemies. </Flavor>
    <specific name="Short Description"> When you make an attack while hidden, remain hidden after the attack if you have any cover or concealment. </specific>
    <specific name="Level"> 16 </specific>
If you are hidden when you make an attack against an enemy, you remain hidden after the attack if you have any cover or concealment.
</RulesElement>
  <RulesElement name="Thief's Advantage" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2799" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 20 </Category>
    <Flavor> Your weapon strikes with deadly accuracy. </Flavor>
    <specific name="Short Description"> Reroll any Sneak Attack damage die that has a result of 1 until you get a 2 or higher. </specific>
    <specific name="Level"> 20 </specific>
Reroll any Sneak Attack damage die that has a result of 1 until you get a 2 or higher.
</RulesElement>
  <!-- Rogue sub-class Powers, Heroes of the Fallen Lands -->
  <RulesElement name="Backstab" type="Power" internal-id="ID_FMP_POWER_12710" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:06 PM">
    <Category> ID_FMP_CLASS_FEATURE_2859,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,1 </Category>
    <Prereqs> Thief, Thief's Backstab feat </Prereqs>
    <Flavor> You take a split second to locate the most vulnerable point in your enemy's defenses. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you. </specific>
    <specific name="Effect"> You gain a +3 power bonus to the attack roll, and the enemy takes 1d6 extra damage if the attack hits.
Level 7: 2d6 extra damage.
Level 17: 3d6 extra damage.
Level 27: 4d6 extra damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2859 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
Since the day you first picked up a blade, you have understood that the best fights are those that end quickly. Sometimes you need to prevent a foe from unleashing its most powerful counterattacks. Sometimes you need to drop an enemy before it can raise an alarm or call for reinforcements. Whenever you gain the advantage, your subtle combat skill ensures that your attack hits home.
</RulesElement>
  <RulesElement name="Acrobat's Trick" type="Power" internal-id="ID_FMP_POWER_12711" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:06 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> For a brief moment, you move along a wall. The momentum you build translates into a more powerful attack. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to your speed -2. During this move, you have a climb speed equal to your speed -2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn.
Level 11: +4 power bonus.
Level 21: +6 power bonus. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
With this trick, you use your speed and balance to approach an enemy or escape along the side of a wall.
</RulesElement>
  <RulesElement name="Ambush Trick" type="Power" internal-id="ID_FMP_POWER_12712" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You dodge and weave, making a feint that causes your foe to turn and lose track of you. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
With this trick, you move or feint with such speed and agility that you throw off its defenses.
</RulesElement>
  <RulesElement name="Escape Artist's Trick" type="Power" internal-id="ID_FMP_POWER_12713" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You slip forward to engage your enemy, then spring back and out of its grasp after delivering an attack. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
This trick allows you to dart in and out of melee, dancing just out of the edge of your opponent's grasp.
</RulesElement>
  <RulesElement name="Feinting Trick" type="Power" internal-id="ID_FMP_POWER_12714" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:08 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You slash in one direction, but quickly change the angle of your attack. While your foe reacts to your first move, your true attack slips past its defenses. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to your speed. You gain a power bonus to the next damage roll you make this turn with a basic attack for which you do not have combat advantage. The power bonus equals your Charisma modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
You move one way, but your enemy expects you to move another.
</RulesElement>
  <RulesElement name="Sneak's Trick" type="Power" internal-id="ID_FMP_POWER_12715" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:08 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to your speed -2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
You fade into the background where you can unleash a deadly attack or slip away unnoticed.
</RulesElement>
  <RulesElement name="Tactical Trick" type="Power" internal-id="ID_FMP_POWER_12716" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:09 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
With this trick, you time your movement and your attack perfectly to take advantage of the protection and distraction offered by your friends.
</RulesElement>
  <RulesElement name="Thug's Trick" type="Power" internal-id="ID_FMP_POWER_12717" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:09 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> With your enemy hemmed in, you keep your blade ready to punish it for any move it makes. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You can shift 1 square. Until the end of your next turn, enemies you flank provoke opportunity attacks from you if they shift. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
With this trick, you keep a steady eye on an enemy that you have surrounded.
</RulesElement>
  <RulesElement name="Tumbling Trick" type="Power" internal-id="ID_FMP_POWER_12718" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:10 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You dodge between your foes, slashing to the right and left with such speed that one attack leads into another. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
You push your way through your enemies and use your momentum to make a quick, whirling attack that cuts through one enemy and into another.
</RulesElement>
  <RulesElement name="Unbalancing Trick" type="Power" internal-id="ID_FMP_POWER_12719" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:11 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You dodge low as you approach an enemy, protecting yourself from attack and setting up a strike to the knee or lower leg. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You shift up to 2 squares. The next time you hit an enemy with a melee basic attack this turn, you can knock it prone. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
This trick twists your enemy around, causing it to lose its balance and footing.
</RulesElement>
  <RulesElement name="Sudden Leap" type="Power" internal-id="ID_FMP_POWER_12721" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:11 PM">
    <Category> ID_FMP_CLASS_FEATURE_3028,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Prereqs> You must have training in Athletics. </Prereqs>
    <print-prereqs> You must have training in Athletics. </print-prereqs>
    <Flavor> You jump from a standing position, surprising your foes. </Flavor>
    <specific name="Power Usage"> Utility </specific>
    <specific name="Display"> Rogue 2 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Prerequisite"> You must have training in Athletics. </specific>
    <specific name="Effect"> You jump a number of squares up to half your speed. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3028 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
Over the course of countless close calls in battle, you have learned the value of always having a quick escape route. In cases where one is not conveniently provided, your diligent training lets you create your own path to safety.
</RulesElement>
<RulesElement name="Cunning Escape" type="Power" internal-id="ID_FMP_POWER_12722" source="Player Essentials: Heroes of the Fallen Lands">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_2863,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT </Category>
    <Flavor> As your enemy attacks, you leap aside to make your escape. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An enemy attacks you </specific>
    <specific name="Effect"> You gain a +4 bonus to all defenses against the triggering enemy's attack. At the end of the triggering enemy's turn, you can also shift up to 3 squares as a free action. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2863 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
You react instinctively to danger, shifting away to safety.
</RulesElement>
  <RulesElement name="Slip Aside" type="Power" internal-id="ID_FMP_POWER_12724" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:12 PM">
    <Category> ID_FMP_CLASS_FEATURE_3029,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6 </Category>
    <Prereqs> You must have training in Stealth. </Prereqs>
    <print-prereqs> You must have training in Stealth. </print-prereqs>
    <Flavor> You distract a foe to diminish the effect of an attack. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility 6 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Prerequisite"> You must have training in Stealth. </specific>
    <specific name="Trigger"> You are hit by an attack against your AC or Reflex. </specific>
    <specific name="Effect"> You take only half damage from the triggering attack. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3029 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
Any thief can sneak through the shadows, but your superior instinct lets you momentarily obscure yourself even in the heat of battle. By forcing a foe to lose track of you even for a moment, you turn a devastating attack into a glancing blow.
</RulesElement>
  <RulesElement name="Acrobat's Escape" type="Power" internal-id="ID_FMP_POWER_12725" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:12 PM">
    <Category> ID_FMP_CLASS_FEATURE_3031,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10 </Category>
    <Prereqs> You must have training in Acrobatics. </Prereqs>
    <print-prereqs> You must have training in Acrobatics. </print-prereqs>
    <Flavor> As an enemy tries to move close, you slip away and leave the approaching foe off balance. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility 10 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Prerequisite"> You must have training in Acrobatics. </specific>
    <specific name="Trigger"> An enemy enters a square adjacent to you. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Effect"> The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier to a square that is not adjacent to the target. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3031 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
Most thieves can make a quick escape when necessary. You have trained to slip away from an enemy with a cunning feint that leaves that foe frozen.
</RulesElement>
  <RulesElement name="Counter-Step" type="Power" internal-id="ID_FMP_POWER_12726" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:13 PM">
    <Category> ID_FMP_CLASS_FEATURE_3031,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10 </Category>
    <Prereqs> You must have training in Athletics. </Prereqs>
    <print-prereqs> You must have training in Athletics. </print-prereqs>
    <Flavor> As your foe bears down on you, you use its momentum to maneuver it into position for your counterattack. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility 10 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Prerequisite"> You must have training in Athletics. </specific>
    <specific name="Trigger"> An enemy enters a square adjacent to you. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Effect"> You can slide the target 1 square. You then shift up to 2 squares to a square adjacent to the target. You gain combat advantage and a +2 power bonus to all defenses against the target until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3031 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
Many thieves try to avoid face-to-face combat. You have learned to use this eventuality to your advantage, staying close when your foes least expect it. An enemy that closes for melee suddenly finds itself stumbling and off balance as you slip around it.
</RulesElement>
  <RulesElement name="Nimble Fingers" type="Power" internal-id="ID_FMP_POWER_12727" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:13 PM">
    <Category> ID_FMP_CLASS_FEATURE_3031,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Prereqs> You must have training in Thievery. </Prereqs>
    <print-prereqs> You must have training in Thievery. </print-prereqs>
    <Flavor> You can snatch or stow an enemy's possessions even in the heat of combat. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility 10 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Prerequisite"> You must have training in Thievery. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> You draw one weapon that is sheathed or worn (but not held) by the target, stow a single item on the target, or retrieve a single item the target has stowed. If you are hidden from the target, the target is not aware that you have used this power. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3031 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
Your subtle sleight of hand knows no bounds. Your foes often discover your talent when they suddenly discover an empty scabbard or a missing wand. Having adjusted the odds in your favor, you can swiftly finish the fight.
</RulesElement>
  <RulesElement name="Fading Retreat" type="Power" internal-id="ID_FMP_POWER_12728" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:13 PM">
    <Category> ID_FMP_CLASS_FEATURE_3093,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_720,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,12 </Category>
    <Flavor> As your enemy closes in, you slip into the shadows and out of its sight. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Master Thief Utility 12 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An enemy you can see enters a square adjacent to you. </specific>
    <specific name="Effect"> You shift up to half your speed. If you have any cover or concealment at the end of this movement, you can make a Stealth check to hide, ignoring the penalty to the skill check for moving. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_720 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3093 </specific>
You learn to react before an enemy can attack.
</RulesElement>
  <RulesElement name="Slip from the Grasp" type="Power" internal-id="ID_FMP_POWER_12729" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:14 PM">
    <Category> ID_FMP_CLASS_FEATURE_3034,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_NO_ACTION,16 </Category>
    <Flavor> As a master thief, no chains can hold you, no enemy can corner you. You always have one last gambit. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Rogue Utility 16 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> Your turn starts. </specific>
    <specific name="Effect"> If you are grabbed, the grab ends. If you are subject to an effect that is slowing or immobilizing you, the effect ends. You can also make a saving throw against an effect you are subject to that a save can end. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3034 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
The best thieves are never cornered, but even a master thief sometimes suffers a run of bad luck. If a creaky floorboard suddenly gives way below you, or through blind luck a treasure's guardians corner you, you need one last trick to rely on for your escape. Slip from the grasp represents a sudden insight, clever maneuver, or a lucky break. Best of all, since it requires no action you can use it while you are stunned or otherwise incapacitated to gain one last shot at escape.
</RulesElement>
  <RulesElement name="Invisible Stalker" type="Power" internal-id="ID_FMP_POWER_12730" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:14 PM">
    <Category> ID_FMP_CLASS_FEATURE_3036,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION,22 </Category>
    <Flavor> You move with such grace that your foes cannot track you. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility 22 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You become invisible and move up to your speed to a square that is not adjacent to any enemy. You become visible when the movement ends. </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3036 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
You have taken your instinctive knowledge of stealth to an almost supernatural level. In the heat of battle, your subtle movement blinds your enemies to your presence as you reposition yourself for your next attack.
</RulesElement>
  <!-- Rogue sub-class Powers, Red Box Starter Set -->
  <RulesElement name="Acrobatic Maneuver" type="Power" internal-id="ID_TAN_POWER_004" source="Red Box Starter Set" revision-date="10/12/2010 1:30:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You bound across the room, tumbling between your enemies with such speed that they cannot hope to defend against you. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to 1 + Strength modifier squares. You gain a +4 power bonus to your defenses until you complete this move. You can enter enemy spaces during this move, but you can't end your move in an enemy's space.</specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
This trick allows you move through enemies blocking your path.
</RulesElement>
  <RulesElement name="Nimble Positioning" type="Power" internal-id="ID_TAN_POWER_005" source="Red Box Starter Set" revision-date="10/12/2010 1:30:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You tumble around an enemy to an advantageous position. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Prerequisite"> You must be adjacent to an enemy.  </specific>
    <specific name="Effect"> You shift up to 2 squares to a square adjacent to the same enemy.</specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
This trick allows you to reposition yourself against a defending enemy.
</RulesElement>
  <RulesElement name="Athletic Advance" type="Power" internal-id="ID_TAN_POWER_006" source="Red Box Starter Set" revision-date="10/12/2010 1:30:07 PM">
    <Category> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> With a combination of raw strength and perfect balance, you scramble over all obstacles in your path. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Rogue Utility  </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to 1 + Strength modifier squares. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks.</specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2860,ID_FMP_CLASS_FEATURE_2862,ID_FMP_CLASS_FEATURE_3030,ID_FMP_CLASS_FEATURE_3035 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_719 </specific>
This trick allows you to ignore obstacles in your path and gain an increased impulse for your athletic maneuvers.
</RulesElement>
  <!-- Rogue options introduced in Dragon 381 (by Undrhil) -->
  <RulesElement name="Duelist's Prowess" type="Power" internal-id="ID_FMP_POWER_10167" source="Dragon Magazine 381" revision-date="12/24/2010 1:57:51 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 </Category>
    <Flavor> The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe's attack to draw it in for your own quick strike. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_10168 </specific>
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Stance </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_10168 </specific>
    <rules>
      <grant name="ID_FMP_POWER_10168" type="Power" />
    </rules>
  </RulesElement>
  <RulesElement name="Duelist's Prowess Attack" type="Power" internal-id="ID_FMP_POWER_10168" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:51 AM">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT </Category>
    <Prereqs> Unselectable; Unselectable </Prereqs>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> The power Duelist's Prowess must be active in order to use this power. </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Trigger"> An enemy adjacent to you attacks you </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_10167 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
  </RulesElement>
  <RulesElement name="Lashing Blade" type="Power" internal-id="ID_FMP_POWER_10173" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:53 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> A foe near you feels the sting of your blade as you lash out, but you attack so with such agility that this enemy has a problem returning the favor. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_10174 </specific>
    <specific name="Display"> Rogue Attack 7 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Effect"> Until the end of your next turn, you can use the Lashing Blade Attack power. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_10174 </specific>
    <rules>
      <grant name="ID_FMP_POWER_10174" type="Power" />
    </rules>
  </RulesElement>
  <RulesElement name="Lashing Blade Attack" type="Power" internal-id="ID_FMP_POWER_10174" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:54 AM">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_OPPORTUNITY_ACTION </Category>
    <Prereqs> Unselectable; Unselectable </Prereqs>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Opportunity Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Requirement"> The power Lashing Blade must be active in order to use this power. </specific>
    <specific name="Trigger"> An enemy starts its turn in or enters a square adjacent to you </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage, and the target takes a penalty to attacks against you equal to your Charisma modifier until the end of your next turn. </specific>
    <specific name=" Artful Dodger"> The attack penalty equals 2 + your Charisma modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_10173 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
  </RulesElement>
  <RulesElement name="Deft Strike" type="Power" internal-id="ID_FMP_POWER_971" source="Player's Handbook" revision-date="8/27/2010 11:23:31 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A final lunge brings you into an advantageous position. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee or Ranged weapon </specific>
    <specific name="Requirement"> You must be wielding a crossbow, a light blade, or a sling. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Special"> Before the attack, you can move up to 2 squares. </specific>
    <specific name="Attack"> Dexterity vs. AC </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_973, ID_FMP_FEAT_976, ID_FMP_FEAT_980, ID_FMP_FEAT_990, ID_FMP_FEAT_2352 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Location is everything to a scoundrel. Get into the right place, and you can hit your enemy where it's least protected. Deft strike lets you lunge forward to flank an enemy and strike. This power is best used when you start your turn near the enemy so you can dart in, attack, and then shift or move away.
</RulesElement>
  <RulesElement name="Piercing Strike" type="Power" internal-id="ID_FMP_POWER_704" source="Player's Handbook" revision-date="8/27/2010 11:22:49 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You drive your weapon past your foe's guard and into a tender spot. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_972 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
You have an eye for spotting gaps in armor and weak points where your weapon can deliver the most damage. With this exploit, you can bypass an enemy's armor so that the foe's only defense is to get out of your weapon's path.
   </RulesElement>
  <RulesElement name="Riposte Strike" type="Power" internal-id="ID_FMP_POWER_653" source="Player's Handbook" revision-date="8/27/2010 11:22:46 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> With a calculated strike, you leave your foe vulnerable to an adroit riposte should if it dares to attack you. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. AC </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn and it is within reach, you can make a Strength vs. AC attack against It as an Immediate Interrupt.  On a hit, the target takes 1[W] + Strength modifier damage.
Level 21: 2[W] + Dexterity modifier damage and 2[W] + Strength modifier damage. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_981, ID_FMP_FEAT_985, ID_FMP_FEAT_988, ID_FMP_FEAT_994, ID_FMP_FEAT_2379 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Delivering a telling strike is the surest way to get an enemy's attention. If you're working with a defender, you can usually escape retribution, but there will be times when you find yourself facing an enemy alone. Riposte strike gives you a layer of protection, threatening your enemy with a counterstrike if it hits you. Bringing your weapon back around for another strike requires some physical might to have any success.
</RulesElement>
  <RulesElement name="Sly Flourish" type="Power" internal-id="ID_FMP_POWER_970" source="Player's Handbook" revision-date="8/27/2010 11:23:31 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You use a distracting flourish with your off hand to land a solid blow. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee or Ranged weapon </specific>
    <specific name="Requirement"> You must be wielding a crossbow, a light blade, or a sling. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. AC </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier + Charisma modifier damage.
Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_975, ID_FMP_FEAT_977, ID_FMP_FEAT_984, ID_FMP_FEAT_991, ID_FMP_FEAT_2335 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Many scoundrels rely on misdirection to get the better of their foes. With this exploit, you perform a convincing gesture to draw your enemy's attention from the weapon speeding toward it. This distraction lets you strike where your opponent is most vulnerable.
   </RulesElement>
  <RulesElement name="King's Castle" type="Power" internal-id="ID_FMP_POWER_1482" source="Player's Handbook" revision-date="8/27/2010 11:25:18 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You make a stinging strike against your foe and then retreat behind a nearby ally. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee or Ranged weapon </specific>
    <specific name="Requirement"> You must be wielding a crossbow, a light blade, or a sling. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 2[W] + Dexterity modifier damage. </specific>
    <specific name="Effect"> You and an adjacent ally can swap places (the ally slides 1 square, and you shift 1 square). </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Positioning Strike" type="Power" internal-id="ID_FMP_POWER_1483" source="Player's Handbook" revision-date="8/27/2010 11:25:18 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A false stumble and a shove place the enemy exactly where you want him. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Will </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage, and you slide the target 1 square. </specific>
    <specific name=" Artful Dodger"> The distance of the slide can be up to your Charisma modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Blinding Barrage" type="Power" internal-id="ID_FMP_POWER_163" source="Player's Handbook" revision-date="8/27/2010 11:22:03 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> A rapid flurry of projectiles leaves your enemies clearing the blood from their eyes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 1 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Requirement"> You must be wielding a crossbow, a light thrown weapon, or a sling. </specific>
    <specific name="Target"> Each enemy you can see in the blast </specific>
    <specific name="Attack"> Dexterity vs. AC </specific>
    <specific name="Hit"> Dexterity modifier damage, and the target is blinded until the end of your next turn. </specific>
    <specific name="Miss"> Dexterity modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Fleeting Ghost" type="Power" internal-id="ID_FMP_POWER_1038" source="Player's Handbook" revision-date="8/27/2010 11:23:44 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION,2 </Category>
    <Prereqs> You must be trained in Stealth. </Prereqs>
    <print-prereqs> You must be trained in Stealth. </print-prereqs>
    <Flavor> You are stealthy and fleet of foot at the same time. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Utility 2 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Prerequisite"> You must be trained in Stealth. </specific>
    <specific name="Effect"> You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The most successful scoundrels combine stealth with speed, and you have practiced long and hard to follow their example. With light steps and an instinctive sense of stealth, you move like a fleeting ghost.
   </RulesElement>
  <RulesElement name="Great Leap" type="Power" internal-id="ID_FMP_POWER_1039" source="Player's Handbook" revision-date="8/27/2010 11:23:44 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION,2 </Category>
    <Prereqs> You must be trained in Athletics. </Prereqs>
    <print-prereqs> You must be trained in Athletics. </print-prereqs>
    <Flavor> You leap a great distance without a running start. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Utility 2 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Prerequisite"> You must be trained in Athletics. </specific>
    <specific name="Effect"> You make an Athletics check to jump. You are considered to have a running start, and the distance of the jump isn't limited by your speed. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Master of Deceit" type="Power" internal-id="ID_FMP_POWER_1040" source="Player's Handbook" revision-date="8/27/2010 11:23:45 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,2 </Category>
    <Prereqs> You must be trained in Bluff. </Prereqs>
    <print-prereqs> You must have training in Bluff. </print-prereqs>
    <Flavor> The line between truth and deception is thin, and you cross it with ease. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Utility 2 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Prerequisite"> You must having training in Bluff. </specific>
    <specific name="Trigger"> You roll a Bluff check and dislike the result </specific>
    <specific name="Effect"> You reroll the Bluff check and must use the second result. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Clever Riposte" type="Power" internal-id="ID_FMP_POWER_543" source="Player's Handbook" revision-date="8/27/2010 11:22:40 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 </Category>
    <Flavor> You follow up a fierce attack with a series of quick, painful strikes woven between your enemy's attacks. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 5 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. AC </specific>
    <specific name="Hit"> 2[W] + Dexterity modifier damage. </specific>
    <specific name="Effect"> Until the end of the encounter, the target takes damage equal to your Dexterity modifier immediately after attacking you, and you can shift 1 square as an immediate reaction after such an attack. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Chameleon" type="Power" internal-id="ID_FMP_POWER_1506" source="Player's Handbook" revision-date="8/27/2010 11:25:22 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6 </Category>
    <Prereqs> You must be trained in Stealth. </Prereqs>
    <print-prereqs> You must be trained in Stealth. </print-prereqs>
    <Flavor> You blend into your surroundings. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Utility 6 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You are hidden and lose cover or concealment against an enemy </specific>
    <specific name="Prerequisite"> You must be trained in Stealth. </specific>
    <specific name="Effect"> You make a Stealth check. If your check beats the triggering enemy's passive Perception, you remain hidden from it, and until the end of your next turn you can remain hidden from it without needing any cover or concealment. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
All scoundrels know the value of secrecy. Stealth is crucial to moving into position and springing an ambush. You, however, recognize that no hiding place is ever secure, so you find ways to make yourself inconspicuous and avoid detection even if your position becomes compromised.
   </RulesElement>
  <RulesElement name="Sand in the Eyes" type="Power" internal-id="ID_FMP_POWER_977" source="Player's Handbook" revision-date="8/27/2010 11:23:31 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in his face to blind him. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 7 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Knockout" type="Power" internal-id="ID_FMP_POWER_1010" source="Player's Handbook" revision-date="8/27/2010 11:23:38 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
    <Flavor> A well-placed blow takes your foe out of the fight. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 9 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Fortitude </specific>
    <specific name="Hit"> 2[W] + Dexterity modifier damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends. </specific>
    <specific name="Miss"> Half damage, and the target is dazed until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
A well-placed strike in a vulnerable spot can knock a foe senseless. You lure the enemy into maneuvering in such a way that you can deliver the blow that brings its aggression to a quick end.
   </RulesElement>
  <RulesElement name="Fool's Opportunity" type="Power" internal-id="ID_FMP_POWER_130" source="Player's Handbook" revision-date="8/27/2010 11:21:57 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> You bait your foe into attacking you, and then turn his blow straight against it. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 13 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Will </specific>
    <specific name="Hit"> The target his itself withits melee basic attack. (If you have combat advantage against the target and your Sneak Attack isn's expended, you can use Sneak Attack against the target.) </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_2369, ID_FMP_FEAT_2380 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
Your taunts and jibes provoke an enemy to rash action. It roars as it lashes out at you, but it fumbles the delivery and strikes itself. Any brute, especially a dim-witted one, makes a good target for this attack.
   </RulesElement>
  <RulesElement name="Garrote Grip" type="Power" internal-id="ID_FMP_POWER_1013" source="Player's Handbook" revision-date="8/27/2010 11:23:39 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
    <Flavor> You put your foe into a hold that will soon take it out of the fight. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 15 </specific>
    <specific name="Keywords"> Martial, Reliable, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade and have a hand free. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 2[W] + Dexterity modifier damage, and you grab the target until the end of your next turn. Until the grab ends, you have partial cover, and any melee attack or ranged attack that misses you hits the target instead. </specific>
    <specific name="Sustain Minor"> The grab persists until the end of your next turn. The third time you sustain the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, the unconsciousness ends. </specific>
    <specific name="Special"> You can use this power as a minor action if you are grabbing a creature, and you automatically hit that creature. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
This power enables you to catch a foe in a death grip using your weapon. As you tighten your grip, you start to suffocate the enemy until it finally falls unconscious. When used against a creature that doesn't need to breathe, you can achieve the same results by targeting a different vital area.
  </RulesElement>
  <RulesElement name="Stab and Grab" type="Power" internal-id="ID_FMP_POWER_1491" source="Player's Handbook" revision-date="8/27/2010 11:25:19 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> You grab your foe with one hand and deliver a quick, deadly jab with the other. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 17 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade and have a hand free. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 3[W] + Dexterity modifier damage, and you grab the target until the end of your next turn. If you have already target grabbed, it is restrained until the grab ends (it can still try to escape. </specific>
    <specific name="Sustain Minor"> The grab persists until the end of your next turn. </specific>
    <specific name="_Associated Feats"> ID_FMP_FEAT_2369 </specific>
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
This exploit can turn an enemy into a useful bargaining chip in a negotiation. Keeping the foe close and threatening harm to it might make its allies think twice before pressing their attack. At the same time, keeping a foe locked down and in a position where it can be flanked can be a huge asset in eliminating this target.
    </RulesElement>
  <RulesElement name="Flying Foe" type="Power" internal-id="ID_FMP_POWER_1031" source="Player's Handbook" revision-date="8/27/2010 11:23:43 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
    <Flavor> As soon as your foe is off-balance, you deliever a powerful strike, then easily shove it where you want it to go. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 19 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Fortitude </specific>
    <specific name="Hit"> 4[W] + Dexterity modifier damage, and you slide the target a number of squares up to your Strength modifier. If you end the silde with the target adjacent to one of more objects or creatures, you can cause both the target and one of those objects or creatures to take 10 damage. </specific>
    <specific name="Miss"> Half damage, and you slide the target a number of squares equal to your Strength modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
Use this power when you can't otherwise shake an enemy. A hit teaches the foe what it gets when it attacks you. Whether you connect or not, you give the foe a good shove to send it flying back into a wall or some other obstacle.
   </RulesElement>
  <RulesElement name="Ghost on the Wind" type="Power" internal-id="ID_FMP_POWER_1502" source="Player's Handbook" revision-date="8/27/2010 11:25:21 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 </Category>
    <Flavor> You vanish from your foe's sight, only to appear out of nowhere and strike a devistating blow. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Rogue Attack 25 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Dexterity vs. Will </specific>
    <specific name="Hit"> 6[W] + Dexterity modifier damage, and have combat advantage against the target until the end of your next turn.  You become invisible, and you can shift up to 5 squares to a square adjacent to the target. You reappear at the start of your next turn. </specific>
    <specific name="Miss"> Half damage, and you have combat advantage against the target until the end of your next turn. You can shift 1 square to another square adjacent to the target. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_6 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
This exploit is another example of how you bend reality to suit your purposes. No mortal can vanish in plain sight—yet this power lets you make one wicked strike and then vanish. Even if you miss, you seem to flow around your foe, leaving it less able to protect itself against your next attack. 
</RulesElement>
  <RulesElement name="Acrobatic Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_654" source="Player's Handbook,Martial Power" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> When you spend action point to take action, also gain move action </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Acrobatic Action:When you spend an action point to take an extra action, you also gain an extra move action that you must use this turn." />
    </rules>
When you spend an action point to take an extra action, you also gain an extra move action that you must use this turn.
   </RulesElement>
  <RulesElement name="Cat Burglar's Gambit" type="Power" internal-id="ID_FMP_POWER_1656" source="Player's Handbook" revision-date="8/27/2010 11:26:03 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_36,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Cat Burglar </Prereqs>
    <Flavor> You spring into action, expertly strike, and then sidestep to position yourself for either certain glory or imminent doom. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Cat Burglar Attack 11 </specific>
    <specific name="Keywords"> Martial, Weapon </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Special"> You can shift 3 squares before making the attack. </specific>
    <specific name="Attack"> Dexterity vs. AC </specific>
    <specific name="Hit"> 3[W] + Dexterity modifier damage. </specific>
    <specific name="Effect"> You shift up to 5 squares to a square adjacent to the target </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_36 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Instant Escape" type="Power" internal-id="ID_FMP_POWER_1655" source="Player's Handbook" revision-date="8/27/2010 11:26:03 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_36,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,12 </Category>
    <Prereqs> Cat Burglar </Prereqs>
    <Flavor> With supreme effort, you escape. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Cat Burglar Utility 12 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An effect immobilizes, restraines, or slows you </specific>
    <specific name="Effect"> The triggering effect ends on you. You then shift up to 2 squares. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_36 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Meditation of the Blade" type="Power" internal-id="ID_FMP_POWER_1649" source="Player's Handbook" revision-date="8/27/2010 11:26:01 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_34,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Prereqs> Daggermaster </Prereqs>
    <Flavor> With a moment of concentration, you focus your will into the point of your blade. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Daggermaster Utility 12 </specific>
    <specific name="Keywords"> Martial </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the end of the encounter, your dagger's damage die increases by one size </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_34 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Infiltrator's Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_658" source="Player's Handbook" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> When you spend action point to take action, also gain move action </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Infiltrator's Action:When you spend an action point to take an extra action, you also gain an extra move action that you must use this turn." />
    </rules>
When you spend an action point to take an extra action, you also gain an extra move action that you must use this turn.
   </RulesElement>
  <RulesElement name="Shadow Assassin's Riposte" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_662" source="Player's Handbook" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Adjacent foe that misses you with melee attack takes Dex mod in damage </specific>
    <specific name="Level"> 11 </specific>
When an enemy adjacent to you misses you with a melee attack, you can take a free action to deal damage to that enemy. The damage equals your Dexterity modifier.
   </RulesElement>
  <!-- June 2011 Errata -->
  <RulesElement name="Shadowslayer" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_876" source="Dragon Magazine Annual 2009,Dragon Magazine 366" revision-date="10/5/2010 1:47:04 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> Apply sneak attack to opportunity attacks on a miss while concealed and target granting combat advantage. </specific>
    <specific name="Level"> 16 </specific>
While you have any concealment, you can deal your Sneak Attack damage when you make an opportunity attack against a target granting combat advantage, even if you miss.
   </RulesElement>
  <RulesElement name="Arcane Blade" type="Power" internal-id="ID_FMP_POWER_4239" source="Dragon Magazine Annual 2009,Dragon Magazine 366" revision-date="8/27/2010 11:33:31 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_155,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_56,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Watcher of the Night </Prereqs>
    <Flavor> You snatch arcane power from the Feywild, wreathing your dagger in energy. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Watcher of the Night Attack 11 </specific>
    <specific name="Keywords"> Arcane, Martial, Weapon ; Varies </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee weapon </specific>
    <specific name="Requirement"> You must be wielding a light blade. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Special"> Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power's damage type. </specific>
    <specific name="Attack"> Dexterity vs. Reflex </specific>
    <specific name="Hit"> 3[W] + Dexterity modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_155 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
</D20Rules>