<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.22</Version>
    <Filename>06-races.part</Filename>
    <PartAddress>http://cbloader.com/sorted/06-races.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/06-races.txt</VersionAddress>
  </UpdateInfo>
  <!-- Races -->
  <!-- 06-races.part, version 1.22 -->
  <!-- Original release: 13-July-2011; Last modified: 6-March-2012 -->
  <!-- Test compiled with CBLoader build V1.3.0 -->
  <!-- This part file belongs to the July 2011 reorganization of data files. -->
  <!-- Special thanks to the entire community for handling the materials. -->
<Changelog>
 Updated 13-July-2011 File released.
 Updated 28-July-2011 Vryloka and Shade CountsAsRace updated.
 Updated 29-July-2011 Cataclysm child power added.
 Updated 13-August-2011 Dwarf Subraces added.
 Updated 13-August-2011 Eladrin, Elf Subraces added.
 Updated 27-August-2011 Racial Utilities I (Dragon 402) added.
 Updated 25-September-2011 Racial trait short descriptions revised.
 Updated 26-September-2011 Updated Storm Spirit (Mr Beens).
 Updated 6-November-2011 Added the Hengeyokai, Pixie, and Satyr races from Heroes of the Feywild.
 Updated 9-November-2011 Updated Dark Reaping (ID_FMP_POWER_8278).
 Updated 18-November-2011 Added races from Heroes of the Feywild.
 Updated 19-November-2011 Updated Hamadryad Race, Added Past Spirit (Half-Elf), Past Spirit (Human).
 Updated 26-November-2011 Removed duplicate and erroneous Human Bonus Skill feature.
 Updated 27-November-2011 Updated Sun Elf and added Llewyrr Elf
 Updated 1-December-2011 Added Racial Powers from Dragon Magazine 405 (Making race Count Part 2), Sun Elf fix
 Updated 25-December-2011 Compatibility Upgrades and General Fixes.
 Updated 26-December-2011 Gnome race fix for Ghost Sound (race side).
 Updated 6-March-2012 Added Racial Powers from Dragon Magazine 408 (Making Race Count Part 3)
</Changelog>
  <!-- Essential Race Bonus Skill Setup -->
  <RulesElement name="Bonus Skill" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_34" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> Gain training in one additional class skill </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <select type="Skill Training" number="1" Category="$$CLASS" requires="!Binder|Blackguard|Cavalier|Hexblade|Knight" />
      <select type="Skill Training" number="1" Category="ID_FMP_CLASS_821" requires="Binder" />
      <select type="Skill Training" number="1" Category="ID_FMP_CLASS_813" requires="Blackguard" />
      <select type="Skill Training" number="1" Category="ID_FMP_CLASS_784" requires="Cavalier" />
      <select type="Skill Training" number="1" Category="ID_FMP_CLASS_793" requires="Hexblade" />
      <select type="Skill Training" number="1" Category="ID_FMP_CLASS_713" requires="Knight" />
    </rules>
You gain training in one additional skill from your class skills list.
</RulesElement>
  <!-- Deva -->
  <RulesElement name="Deva" type="Race" internal-id="ID_FMP_RACE_35" source="Player's Handbook 2" revision-date="8/27/2010 12:39:21 PM">
    <Prereqs> ~DEVA </Prereqs>
    <Flavor> Immortal spirits who embody virtue, born and reborn to mortal life in the world </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Dedicated, devout, elegant, enlightened, introspective, mystical, refined, righteous, spiritual, thoughtful </specific>
    <specific name="Physical Qualities"> In appearance, devas are very similar to humans, but with an unearthly beauty and an uncanny stillness about them. They are almost as tall as dragonborn, but much more slender.
Devas' coloration distinguishes them most strongly from humans. All devas have patterns of light and dark colors on their skin. The light portions are chalk white or pale gray, and the dark areas range from blue or purple to dark gray or black. In any individual deva, either light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns on the face, chest, and shoulders. A deva's hair is typically the same color as these skin patterns.
When sitting or standing at rest, devas remain almost perfectly still, except for the occasional blink of the eyes. They don't fidget or twitch, and their eyes move only when they are actively examining something.
Devas do not have children. When a deva dies, his or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis. The new deva retains enough memory of past lives to speak and understand multiple languages and offer the proper prayers and sacrifices to the gods of good. </specific>
    <specific name="Playing"> Devas are refined and polite. They follow the highest moral standards, but they are not afraid of violence. They believe that the pursuit of good is an eternal war with the forces of evil, embodied in rakshasas, demons, devils, and the evil gods and their servant angels. Devas wage that war in their hearts as well, constantly vigilant lest evil take root and corrupt their souls, transforming them into the creatures they most despise.
Because they remember, at least dimly, a life in the Astral Sea spent in close company with the gods, most devas are devout worshipers of the gods of good, especially Bahamut but also Moradin and Pelor. Devas seek to achieve a personal connection with the gods rather than approach them through temples and priests. They worship at meals in their homes, setting an empty place for the absent gods, and strive through meditation and prayer to become more like the gods they serve. Deva adventurers are commonly avengers, clerics, and invokers, who savor the experience of divine power flowing through them without any intermediary.
Devas do not have cities or societies of their own, and their numbers are so small that a deva can spend entire lifetimes without ever meeting another of his or her kind. They live among other races and, at least to some extent, adopt their ways. However, all devas remember elements of the life they had before their incarnation in flesh and the beginning of their cycle of rebirth, and they share some common cultural elements of dress, religion, and habits. Devas favor flowing clothes of fine silks, polished metal armor with winglike shoulder ornaments, and headdresses or helmets that suggest crowns or halos. In other ways, they prefer to live simply, without extravagance. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 6'1"-6'6" </specific>
    <specific name="Average Weight"> 175-280 lb. </specific>
    <specific name="Ability Scores"> +2 Wisdom, +2 Intelligence or +2 Charisma </specific>
    <specific name="Languages"> Common, choice of two others </specific>
    <specific name="Skill Bonuses"> +2 History, +2 Religion </specific>
    <specific name="Male Names"> Adiah, Ansis, Ayab, Bavak, Beriah, Eben, Elyas, Galad, Gamal, Hiyal, Iannes, Kerem, Mahar, Marach, Mathas, Natan, Nehem, Oris, Raham, Ronen, Samel, Sered, Tavar, Vered, Zachar. </specific>
    <specific name="Female Names"> Abea, Adara, Asha, Chana, Danel, Darah, Davi, Elka, Eranah, Hania, Hava, Idria, Isa, Jael, Kana, Kayah, Lihi, Mahel, Marek, Navah, Noma, Paziah, Ravah, Riya, Sada, Shara, Tirah. </specific>
    <specific name="Short Description"> Immortal servitors of the gods of good, devas are eternally reborn to fight evil. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_1137, ID_FMP_RACIAL_TRAIT_1138, ID_FMP_RACIAL_TRAIT_1139, ID_FMP_RACIAL_TRAIT_1140 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_DEVA" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="6'1&quot;-6'6&quot;" />
      <textstring name="Average Weight" value="175-280 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Intelligence|Charisma" />
      <select type="Language" number="2" Category="Starting" />
    </rules>
Deep in the recesses of memory, devas recall what they once were: immortal servitors of the gods of good, spirits who chose to bind themselves to the world in mortal flesh. For millennia, their souls have been reborn to wage an endless war against the forces of darkness. Most devas are fiercely committed to the cause of good, because they fear what they might become if they turn to evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa.
Play a Deva if you want ...
• to have dimly remembered connections to a thousand heroic lifetimes.
• to embrace the cause of good and strive for perfection in all you do.
• to be a member of a race that favors the avenger, cleric, invoker, and wizard classes.
   </RulesElement>
  <RulesElement name="Deva" type="Grants" internal-id="ID_INTERNAL_GRANTS_DEVA" source="Player's Handbook 2">
    <specific name="_SupportsID"> ID_FMP_RACE_35 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_1137" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1138" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1139" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1140" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_WISDOM" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_HISTORY_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_RELIGION_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Memory of a Thousand Lifetimes" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1140" source="Player's Handbook 2" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the memory of a thousand lifetimes power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_6186 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_35 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_6186 </specific>
    <rules>
      <grant name="ID_FMP_POWER_6186" type="Power" />
    </rules>
You have the memory of a thousand lifetimes power.
   </RulesElement>
  <RulesElement name="Memory of a Thousand Lifetimes" type="Power" internal-id="ID_FMP_POWER_6186" source="Player's Handbook 2" revision-date="8/27/2010 11:42:29 AM">
    <Category> ID_FMP_RACIAL_TRAIT_1140,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
    <Flavor> The dreamlike memories of your previous lives lend insight to aid you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Deva Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result </specific>
    <specific name="Effect"> You add 1d6 to the triggering roll. </specific>
    <specific name="Class"> ID_FMP_RACE_35 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1140 </specific>
  </RulesElement>
  <!-- Dragonborn -->
  <RulesElement name="Dragonborn" type="Race" internal-id="ID_FMP_RACE_1" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Prereqs> ~DRAGONBORN </Prereqs>
    <Flavor> Proud, honorable warriors, born from the blood of an ancient dragon god. </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Driven, honor-bound, noble, perfectionist, proud, reliable, reserved, rooted in ancient history </specific>
    <specific name="Physical Qualities"> Dragonborn resemble humanoid dragons. They're covered in scaly hide, but they don't have tails. They are tall and strongly built, often standing close to 6 feet and half in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws, with three fingers and a thumb on each hand. A dragonborn's head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
	A typical dragonborn's scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual's scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, and thighs.
	Young dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live about as long as humans do. </specific>
    <specific name="Playing"> To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior's survival, but fear is a disease and cowardice is a moral failing. 
	The drive to behave honorably extends into the rest of a dragonborn's life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences.
	A continual drive for self-improvement reveals an additional aspect of dragonborn honor. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.
	The dragonborn dedication to honor and excellence sometimes leads others to view dragonborn as arrogant and proud. Most dragonborn share a great pride in their race's past and present accomplishments, but they are also quick to admire the accomplishments of others. Even though the tiefling empire of Bael Turath was the enemy of the ancient dragonborn empire of Arkhosia, dragonborn recognize tieflings as worthy companions or opponents, admiring their strength and tenacity as friends or enemies.
	Dragonborn seek adventure for the chance to prove their worth, win renown, and perhaps become champions about whom stories will be told for generations. To win everlasting glory through mighty deeds, daring exploits, and supreme skill. That is the dragonborn dream. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 6' 2"-6' 8" </specific>
    <specific name="Average Weight"> 220-320 lb. </specific>
    <specific name="Ability Scores"> +2 Charisma, +2 Strength or +2 Constitution </specific>
    <specific name="Languages"> Common, Draconic </specific>
    <specific name="Skill Bonuses"> +2 History, +2 Intimidate </specific>
    <specific name="Male Names"> Arjhan, Balasar, Bharhash, Donaar, Ghesh, Heskan, Kriv, Medrash, Nadarr, Patrin, Rhogar, Shamash, Shedinn, Torinn. </specific>
    <specific name="Female Names"> Akra, Biri, Daar, Harann, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava. </specific>
    <specific name="Short Description"> Descended from dragons, dragonborn are a proud race of warriors. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_379, ID_FMP_RACIAL_TRAIT_631, ID_FMP_RACIAL_TRAIT_3162 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_DRAGONBORN" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="6' 2&quot;-6' 8&quot;" />
      <textstring name="Average Weight" value="220-320 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Strength|Constitution" />
    </rules>
Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.	
Play a Dragonborn if you want ...
 • to look like a dragon.
 • to be the proud heir of an ancient, fallen empire.
 • to breathe acid, cold, fire, lightning, or poison.
 • to be a member of a race that favors the warlord, fighter, and paladin classes.
   </RulesElement>
  <RulesElement name="Dragonborn" type="Grants" internal-id="ID_INTERNAL_GRANTS_DRAGONBORN" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_1 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_379" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_631" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3162" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_2" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_HISTORY_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Dragon Breath" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_6" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_3162 </Category>
    <specific name="Short Description"> You have the dragon breath power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_1448 </specific>
    <specific name="Type"> Attack </specific>
    <specific name="Class"> ID_FMP_RACE_1 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1448 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1448" type="Power" />
    </rules>
You can use dragon breath as an encounter power.
   </RulesElement>
  <RulesElement name="Dragonfear" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2711" source="Dragon Magazine 388" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_3162 </Category>
    <specific name="Short Description"> You have the dragonfear power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_12577 </specific>
    <specific name="Type"> Attack </specific>
    <specific name="Class"> ID_FMP_RACE_1 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12577 </specific>
    <rules>
      <grant name="ID_FMP_POWER_12577" type="Power" />
    </rules>
You are naturally intimidating at the best of times, and when passions strike, you are positively terrifying. You gain the dragonfear racial power.
   </RulesElement>
  <RulesElement name="Dragon Breath" type="Power" internal-id="ID_FMP_POWER_1448" source="Player's Handbook" revision-date="8/27/2010 11:25:06 AM">
    <Category> ID_FMP_RACIAL_TRAIT_6,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_14,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Attack </specific>
    <specific name="Keywords">
	</specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Targets"> All creatures in area. </specific>
    <specific name="Attack"> Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity +2 vs. Reflex </specific>
    <specific name="Hit"> 1d6 + Constitution modifier damage. 
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. </specific>
    <specific name="Special"> When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power's other effects. </specific>
    <specific name="Class"> ID_FMP_RACE_1 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_6 </specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Dragon Breath,Ability Choice">
Dragon Breath Key Ability
         </select>
      <select type="Racial Trait" number="1" Category="Dragon Breath,Element Choice">
Dragon Breath Damage Type
         </select>
    </rules>
  </RulesElement>
  <RulesElement name="Dragonfear" type="Power" internal-id="ID_FMP_POWER_12577" source="Dragon Magazine 388" revision-date="8/27/2010 12:04:26 PM">
    <Category> ID_FMP_RACIAL_TRAIT_2711,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> Your presence causes your enemies to quake and tremble. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Attack </specific>
    <specific name="Keywords"> Fear </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 5 (increase to close burst 10 at 21st level) </specific>
    <specific name="Target"> Each enemy in burst </specific>
    <specific name="Attack"> Strength or Charisma +2 vs. Will
Level 11: Strength or Charisma +4 vs. Will.
Level 21: Strength or Charisma +6 vs. Will. </specific>
    <specific name="Hit"> The target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_1 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_2711 </specific>
  </RulesElement>
  <!-- Drow -->
  <RulesElement name="Drow" type="Race" internal-id="ID_FMP_RACE_16" source="Forgotten Realms Player's Guide" revision-date="11/05/2010 00:00:00 AM">
    <Prereqs> ~DROW </Prereqs>
    <Flavor> Graceful and deadly, at home in the depths of darkness </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Arrogant, cold, haunted, pragmatic, rebellious, ruthless, skeptical, sophisticated, urbane </specific>
    <specific name="Physical Qualities"> Drow stand just shy of human height and have slender, athletic builds. Physically, they resemble eladrin, with wiry builds, pleasing features, and midnight black skin that has a blue cast. Their eyes are fiery red, lavender, or blue. All drow have white hair, which most keep long and decorate with intricate pins and webbing wrought from precious metals. Aside from their tresses and eyebrows, drow have little facial hair, though males sometimes grow long sideburns or tufts of wispy hair on their cheeks and chins.
	From infancy, a drow child must be cunning. Children can expect no kindness, no warmth, and no compassion. Such expressions engender fatal weakness. Drow are cold parents, instilling selfreliance and independence, so that their offspring will become strong enough to survive a bloody adolescence. Ill treatment reinforces their natural inclinations toward evil. In rare cases, the harshness of childhood can have the opposite effect, seeding the youth with a hatred of and disdain for drow society and expectations. Such attitudes often lead young drow to a premature end.
	In general, dark elves have life spans somewhat longer than those of their surface-dwelling cousins. Drow who manage to avoid dying a violent death can live for well over 200 years, and exceptional members of the race measure their ages in centuries. </specific>
    <specific name="Playing"> Most drow are singularly wicked. They are cruel in their dealings with others and treacherous among themselves. In the pursuit of power, status, and Lolth's favor, drow houses compete with each other to amass wealth and enslave weaker races. The fickle whims of Lolth's priestesses demand absolute obedience, driving the race to further evil.
	Though most drow are villains firmly in the thrall of the Spider Queen, not all suffer so. Some drow escape the Underdark to find new lives on the surface, while a few reject the dominance of Lolth's priestesses and form mercenary companies or trade consortiums of their own. These, however, are the exceptions. The Spider Queen's church makes bloody examples of any it names enemies of its goddess. Few drow indeed dare to rebel against Lolth's priestesses. 
	Drow are born into darkness. Their society is violent and capricious, a world where life is worthless and only power has any meaning. Even drow who escape the clutches of this sinister culture find themselves scarred by the lessons they learned in their youth. 
	Drow understand the value of alliances and enjoy congenial companionship, but they regard any such  arrangements as temporary and learn at an early age to distrust love and camaraderie. Such relationships can hide betrayal. Therefore, dark elves are ever watchful for treachery, expecting the worst in those they meet. Drow are never surprised when the knife appears, and they consequently find it hard to form lasting friendships.
	From birth, drow are taught that they are superior to all other races: those who lack the strength to defend themselves deserve to be used as the drow see fit. Drow therefore can be arrogant and condescending until shown reason to respect their associates. Some free drow find these ingrained bigotries hard to overcome. Each drow who escapes the Underdark must come to terms with what he or she has been taught and what he or she sees in the world around. Those who succeed can lead more or less normal lives, while those who fail must endure a miserable existence, trapped between two worlds and finding no haven in either. </specific>
    <specific name="Vision"> Darkvision </specific>
    <specific name="Average Height"> 5'4"-6'0" </specific>
    <specific name="Average Weight"> 130-170 lb. </specific>
    <specific name="Ability Scores"> +2 Dexterity, +2 Charisma or +2 Wisdom </specific>
    <specific name="Languages"> Common, Elven </specific>
    <specific name="Skill Bonuses"> +2 Intimidate, +2 Stealth </specific>
    <specific name="Male Names"> Adinimys, Baridl, Belgos, Bhintel, Drisdhaun, Elkantar, Haelirin, Houndaer, Kelnozz, Malaggar, Nalklyr, Orkallael, Pelloth, Phaeqel, Quarfein, Ryltar, Ulvein, Vorgyrn, Xulgos, Zebith. </specific>
    <specific name="Female Names"> Akneth, Alauniira, Briesril, Chali, Charinida, Diviir, Drisiml, Faerema, Fillith, Ilivarra, Myrymma, Pellanistra, Quewaun, Shivra, Viegar, Waeren, Xune, Yaseril, Zaketrin, Zarra. </specific>
    <specific name="Short Description"> The decadent dark elves are a race of beauty and sophistication-too often stained by evil. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_564, ID_FMP_RACIAL_TRAIT_565, ID_FMP_RACIAL_TRAIT_641 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_DROW" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5'4&quot;-6'0&quot;" />
      <textstring name="Average Weight" value="130-170 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Wisdom|Charisma" />
    </rules>
Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the chaotic evil goddess Lolth, also known as the Spider Queen.
	Drow society is organized into houses. The heads of the most powerful houses occupy leadership positions in the various cities of the Underdark, the subterranean realm beneath Faerûn that the dark elves call home.
Play a Drow if you want ...
• to be good at skulking, striking quickly, and employing a variety of dirty tactics.
• to play a hero in search of redemption, or one who struggles to rise above the wickedness of his or her people.
• to be a member of a race that favors the ranger, rogue, and warlock classes.
   </RulesElement>
  <RulesElement name="Drow" type="Grants" internal-id="ID_INTERNAL_GRANTS_DROW" source="Forgotten Realms Player's Guide">
    <specific name="_SupportsID"> ID_FMP_RACE_16 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_DARKVISION" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_564" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_565" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_4" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Lolthtouched" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_565" source="Forgotten Realms Player's Guide" revision-date="11/05/2010 00:00:00 AM">
    <specific name="Short Description"> You gain either Cloud of Darkness or Darkfire. </specific>
    <specific name="_CS_ShortDescription"> You have cloud of darkness or darkfire power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_1831,ID_FMP_POWER_2473 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_16 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_2473,ID_FMP_POWER_1831 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_RACIAL_TRAIT_565" />
    </rules>
You gain either Cloud of Darkness or Darkfire. (Select them from Power Selection tab)
</RulesElement>
  <RulesElement name="Cloud of Darkness" type="Power" internal-id="ID_FMP_POWER_2473" source="Forgotten Realms Player's Guide" revision-date="8/27/2010 11:28:07 AM">
    <Category> ID_FMP_RACIAL_TRAIT_565,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> A shroud of blackness descends around you, hiding you from sight. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Effect"> The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_16 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_565 </specific>
  </RulesElement>
  <RulesElement name="Darkfire" type="Power" internal-id="ID_FMP_POWER_1831" source="Forgotten Realms Player's Guide" revision-date="8/27/2010 11:26:29 AM">
    <Category> ID_FMP_RACIAL_TRAIT_565,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> A flickering halo of purple light surrounds the target, making it easier to hit. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st level. </specific>
    <specific name="Hit"> Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. </specific>
    <specific name="Special"> When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_16 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_565 </specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Darkfire,Ability Choice" />
    </rules>
  </RulesElement>
  <!-- Dwarf -->
  <RulesElement name="Dwarf" type="Race" internal-id="ID_FMP_RACE_2" source="Player's Handbook" revision-date="8/27/2010 12:39:02 PM">
    <Prereqs> ~DWARF </Prereqs>
    <Flavor> Stout warriors, master artisans, lords of the mountain peaks </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 5 squares </specific>
    <specific name="Characteristics"> Acquisitive, brave, hard-working, loyal, organized, stern, stubborn, tenacious, vengeful </specific>
    <specific name="Physical Qualities"> Dwarves average about 4½ feet in height and are very broad, weighing as much as adult humans. Dwarves have the same variety of skin, eye, and hair colors as humans, although red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns.  Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.
	Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200. </specific>
    <specific name="Playing"> Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve as fiercely as they defend the carved structures of their mountain homes.
	Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race.
	More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to win the favor of cruel or destructive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. Dwarves revere Moradin as their creator, but individual dwarves honor those deities who hold sway over their vocations. Warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra or even to Tiamat, if a dwarf is consumed by greed.
	Dwarves never forget their enemies-either individuals who have wronged them or entire tribes of monsters that have done ill to their kind. Dwarves harbor a fierce hatred for the orcs that inhabit the same mountainous areas that dwarf clans favor, and that wreak periodic devastation on dwarf communities.
	To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 4' 3"-4' 9" </specific>
    <specific name="Average Weight"> 160-220 lb. </specific>
    <specific name="Ability Scores"> +2 Constitution, +2 Strength or +2 Wisdom </specific>
    <specific name="Languages"> Common, Dwarven </specific>
    <specific name="Skill Bonuses"> +2 Dungeoneering, +2 Endurance </specific>
    <specific name="Male Names"> Adrik, Baern, Berend, Darrak, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal. </specific>
    <specific name="Female Names"> Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra. </specific>
    <specific name="Short Description"> The stout dwarves are mountaineers and miners. They are the toughest of the common folk. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_9, ID_FMP_RACIAL_TRAIT_10, ID_FMP_RACIAL_TRAIT_11, ID_FMP_RACIAL_TRAIT_12, ID_FMP_RACIAL_TRAIT_632 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_DWARF" type="Grants" />
      <statadd name="Speed" value="+5" />
      <textstring name="Average Height" value="4' 3&quot;-4' 9&quot;" />
      <textstring name="Average Weight" value="160-220 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Strength|Wisdom" />
    </rules>
Play a Dwarf if you want ...
   </RulesElement>
  <RulesElement name="Dwarf" type="Grants" internal-id="ID_INTERNAL_GRANTS_DWARF" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_2 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_11" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_12" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_632" type="Racial Trait" />
	  <grant name="ID_DRU_RACIAL_TRAIT_001" type="Racial Trait" />	  
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CONSTITUTION" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_3" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_DUNGEONEERING_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
 
  <RulesElement name="Dwarf Subrace" type="Racial Trait" internal-id="ID_DRU_RACIAL_TRAIT_001" source="Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
  <specific name="Short Description"/>
  <specific name="_CS_ShortDescription"> @ </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_PARSED_SUB_FEATURES"> ID_FMP_SUBRACE_54,ID_FMP_SUBRACE_55 </specific>
      <rules>
         <select type="Racial Trait" number="1" Category="Dwarf Subrace" />
      </rules>
   </RulesElement>
<RulesElement name="Standard Dwarf Racial Traits" type="Racial Trait" internal-id="ID_DRU_SUBRACE_01" source="Player&apos;s Handbook">
	<Category> ID_DRU_RACIAL_TRAIT_001 </Category>
	  <specific name="_CS_ShortDescription"> @ </specific>
	  <specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_9,ID_FMP_RACIAL_TRAIT_10 </specific>
  <rules>
    <grant name="ID_FMP_RACIAL_TRAIT_9" type="Racial Trait" />
    <grant name="ID_FMP_RACIAL_TRAIT_10" type="Racial Trait" />
  </rules>
These are the standard racial traits of cast-iron stomach and dwarven weapon proficiency.
</RulesElement>
   
<RulesElement name="Gold Dwarf" type="Racial Trait" internal-id="ID_FMP_SUBRACE_54" source="Neverwinter Campaign Guide">
	<Category> ID_DRU_RACIAL_TRAIT_001 </Category>
	<specific name="_CS_ShortDescription"> @ </specific>
	<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_3956,ID_FMP_RACIAL_TRAIT_3957 </specific>
  <rules>
    <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3956|ID_FMP_RACIAL_TRAIT_10" >
	Select option
	</select>
	<select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3957|ID_FMP_RACIAL_TRAIT_9" >
	Select option
	</select>
  </rules>
Playing: Tradition preserves us. Your people have survived for eons by adhering to the ways of their ancestors back to the All-Father. Tradition must be respected, and those who go against it dishonor themselves and cannot be trusted.
	Wisdom comes with age. Those who have witnessed the passage of decades deserve respect. Those who have seen centuries come and go deserve more. Any society that does not respect its elders is dangerous, for it ignores the wisdom those elders represent.
	Blood bears truth. You were born into a society where everything was decided for you, from your profession to whom you would marry when the time comes. These decisions were not the whim of an elder, but the dictates of your bloodline in relation to others. Among gold dwarves, who you become is a direct result of who your parents were and all your ancestors before them. Even far from the East Rift, you understand that getting to know someone means getting to know their past as well.
	
Gold dwarves see themselves as the founders of the dwarven race, their society able to trace an unbroken line back nearly to the world's creation. It should be no surprise, then, that gold dwarves have a chip on their shoulders—and a heavy one at that. Gold dwarves get along well with others, but they come from a culture where tradition reigns and codes of honor are strict. Each dwarf has a predestined role and a place in society that stems from birth order and bloodline. Gold dwarves who stray from such strictures bring great dishonor on themselves and shame to their clans.
	The largely isolated kingdoms of the gold dwarves had begun to expand before the Spellplague hit. Many adventurous gold dwarves left the Great Rift and their other traditional lands to explore distant parts of the surface world. This emigration served them well when their homeland was destroyed by the plague. Much of the Great Rift and the surrounding surface was obliterated, leaving in its wake the massive Underchasm and the realm of Great Bhaerynden. The gold dwarves who were spread across Faerûn returned to the area to help rebuild their homeland, and the realm known as the East Rift was built on and in the ruins of the Great Rift. The disaster and the disruption of those dark times caused numerous gold dwarf clans to accept new ideas and new peoples, while some others retreated into xenophobia as a means of holding onto the traditions of the past.
</RulesElement>
	<RulesElement name="Shield Dwarf" type="Racial Trait" internal-id="ID_FMP_SUBRACE_55" source="Neverwinter Campaign Guide">
	<Category> ID_DRU_RACIAL_TRAIT_001 </Category>
	<specific name="_CS_ShortDescription"> @ </specific>
	<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_3958,ID_FMP_RACIAL_TRAIT_3959 </specific>
	<rules>
	<select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3958|ID_FMP_RACIAL_TRAIT_3959|ID_FMP_RACIAL_TRAIT_9" >
	Select option
	</select>
	</rules>
Playing: Even mountains change. Although you honor the past and strive to see the good of the present preserved, you know that nothing lasts forever. This impermanency is a reminder that one should never be too complacent or too proud. The ruins of cultures that fell to false pride litter the North. Only those who develop and guard a true greatness can maintain that greatness.
	Even the strongest steel can break. Among the dwarves, it is said that allies are like axes—despite their strength, both can fail when you need them most. Though you strive to make alliances and return friendship in kind, you always remain wary of others. Your closest comrades are noteworthy exceptions, but you remain on the lookout for disloyalty, greed, and cowardice, particularly from other races.
	A stout shield can both guard and smash. The clan cannot defend itself by hiding in the mountains. Neither can the warrior win merely by blocking attacks. When you face a foe, you must strike out at it. Never fear a challenge so much that you shy away from it. 
A long history of internecine war has made the once clannish society of shield dwarves more open. Shield dwarves actively seek out friends and forge alliances against enemies. They judge others by their skill and bravery, not merely the honor of a bloodline or the number of beard hairs gone gray. Tradition, respect for elders, and the bonds of kinship are strong forces in shield dwarf culture. However, no shield dwarf would be thought dishonorable for seeking his or her own destiny, whether doing so involves battling orcs alongside elf allies or becoming a master crafter in a human city.
	The history of the shield dwarves can be traced back through millennia. The sons of Taark Shanat the Crusader founded eight kingdoms, which fought, made alliances, rose to greatness as one nation, and then fell into separate states before vanishing from the face of the world. The last great dwarven kingdom of the North was Delzoun, and few are the shield dwarves who do not claim a connection to the bloodline of that realm.
</RulesElement>  
  
  <RulesElement name="Dwarven Resilience" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_12" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the dwarven resilience power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_13211 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_2 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13211 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13211" type="Power" />
    </rules>
You have the dwarven resilience power.
   </RulesElement>
  <RulesElement name="Dwarven Resilience" type="Power" internal-id="ID_FMP_POWER_13211" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:33:47 PM">
    <Category> ID_FMP_RACIAL_TRAIT_12,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Dwarf Racial Utility </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You use your second wind. </specific>
    <specific name="Class"> ID_FMP_RACE_2 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_12 </specific>
  </RulesElement>
   
   <RulesElement name="Cast-Iron Mind" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3956" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> +5 to saving throws against ongoing psychic damage </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Cast-Iron Stomach </specific>
     <rules>
      <statadd name="Saving Throws" value="+5" type="Racial" condition="against psychic damage" />
    </rules> 
You have a +5 racial bonus to saving throws against ongoing psychic damage. This benefit replaces Cast-Iron Stomach.
</RulesElement>
	
	<RulesElement name="Gold Dwarf Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3957" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> Proficiency with war pick and maul </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Dwarven Weapon Proficiency </specific>
      <rules>
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WAR_PICK)" type="Proficiency" />
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(MAUL)" type="Proficiency" />
    </rules>
You gain proficiency with the war pick and the maul. This benefit replaces Dwarven Weapon Proficiency.
</RulesElement>
	
	<RulesElement name="Shield Dwarf Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3958" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> Proficiency with handaxe and battleaxe </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Dwarven Weapon Proficiency </specific>
      <rules>
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(HANDAXE)" type="Proficiency" />
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BATTLEAXE)" type="Proficiency" />
    </rules>
You gain proficiency with the handaxe and the battleaxe. This benefit replaces Dwarven Weapon Proficiency.
</RulesElement>
	
	<RulesElement name="Shield Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3959" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> Proficiency with light shield </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Dwarven Weapon Proficiency </specific>
      <rules>
	      <grant name="ID_INTERNAL_PROFICIENCY_SHIELD_PROFICIENCY_(LIGHT)" type="Proficiency" />
    </rules>
You gain proficiency with the light shield. This benefit replaces Dwarven Weapon Proficiency.
</RulesElement>
  <!-- Eladrin -->
  <RulesElement name="Eladrin" type="Race" internal-id="ID_FMP_RACE_3" source="Player's Handbook" revision-date="8/27/2010 12:39:03 PM">
    <Prereqs> ~ELADRIN </Prereqs>
    <Flavor> Powerful wizards, haughty courtiers, creatures of the mysterious Feywild </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive </specific>
    <specific name="Physical Qualities"> Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than muscle-bound. They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can't grow facial hair and have little body hair.
	Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don't begin to feel the effects of age until the middle of their third century. Most live for over 300 years, and even at the end they suffer few of the infirmities of old age. </specific>
    <specific name="Playing"> Eladrin society straddles the boundary between the Feywild and the natural world. Eladrin build their elegant cities and towers in places of striking natural splendor, especially where the veil between the worlds is thin-isolated mountain vales, green islands along wild and storm-wracked coasts, and the deepest recesses of ancient forests. Some eladrin realms exist mostly in the Feywild, only rarely touching the natural world; others permanently straddle both planes of existence. A few appear in the world at sunset each day, only to fade back into the Feywild at dawn.
	Long-lived and strongly tied to the Feywild, eladrin have a detached view of the world. They often have difficulty believing that events in the mortal realm are of much importance to them, and they consider courses of action that can last for centuries. Some of the oldest eladrin see the world as a distraction-a source of unwanted intrusions, needless fearmongering, and meddlesome people of other races. If they could, they would shut down every gate between the Feywild and the natural world.
	However, many younger eladrin reject such narrow views. They see all too clearly the continuing rise of evil in the world and the encroaching darkness that surrounds their once-grand realm. These eladrin venture into the world in the hope of forging stronger ties between their homeland and the lands of humans, elves, dwarves, and halflings. However, the aloof reputation of their race makes such ties difficult to forge and maintain.
	Eladrin live by an aesthetic philosophy common to the Feywild and personified by Corellon, the god of beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from dance and song to swordplay and magic. Their cities are places of stunning beauty that shape and guide their natural surroundings into elegant forms. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5' 5"-6'1" </specific>
    <specific name="Average Weight"> 130-180 lb. </specific>
    <specific name="Ability Scores"> +2 Intelligence, +2 Charisma or +2 Dexterity </specific>
    <specific name="Languages"> Common, Elven </specific>
    <specific name="Skill Bonuses"> +2 Arcana, +2 History </specific>
    <specific name="Male Names"> Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss. </specific>
    <specific name="Female Names"> Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae . </specific>
    <specific name="Short Description"> Hailing from the Feywild, a realm of verdant magic, the eladrin are masters of arcane power. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_14, ID_FMP_RACIAL_TRAIT_15, ID_FMP_RACIAL_TRAIT_17, ID_FMP_RACIAL_TRAIT_350, ID_FMP_RACIAL_TRAIT_352, ID_FMP_RACIAL_TRAIT_641 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_ELADRIN" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5' 5&quot;-6'1&quot;" />
      <textstring name="Average Weight" value="130-180 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Charisma|Dexterity" />
    </rules>
Play an Eladrin if you want ...
   </RulesElement>
  <RulesElement name="Eladrin" type="Grants" internal-id="ID_INTERNAL_GRANTS_ELADRIN" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_3 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_14" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_350" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_352" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
	  <grant name="ID_DRU_RACIAL_TRAIT_002" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_INTELLIGENCE" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_4" type="Language" />     
    </rules>
  </RulesElement>
  <RulesElement name="Eladrin Subrace" type="Racial Trait" internal-id="ID_DRU_RACIAL_TRAIT_002" source="Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
  <specific name="Short Description"/>
  <specific name="_CS_ShortDescription"> @ </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_PARSED_SUB_FEATURES"> ID_FMP_SUBRACE_56,ID_FMP_SUBRACE_57,ID_DRU_SUBRACE_02 </specific>
      <rules>
         <select type="Racial Trait" number="1" Category="Eladrin Subrace" />
      </rules>
   </RulesElement>
<RulesElement name="Standard Eladrin Racial Traits" type="Racial Trait" internal-id="ID_DRU_SUBRACE_02" source="Player&apos;s Handbook">
	<Category> ID_DRU_RACIAL_TRAIT_002 </Category>
	  <specific name="_CS_ShortDescription"> @ </specific>
	  <specific name="_PARSED_CHILD_FEATURES"> ID_DRU_RACIAL_TRAIT_003,ID_FMP_RACIAL_TRAIT_15,ID_FMP_RACIAL_TRAIT_17 </specific>
  <rules>
    <grant name="ID_INTERNAL_RACIAL_TRAIT_ARCANA_BONUS" type="Racial Trait" />
    <grant name="ID_INTERNAL_RACIAL_TRAIT_HISTORY_BONUS" type="Racial Trait" />
	<grant name="ID_FMP_RACIAL_TRAIT_15" type="Racial Trait" />
	<grant name="ID_FMP_RACIAL_TRAIT_17" type="Racial Trait" />
  </rules>
These are the standard racial traits of eladrin skill bonuses to arcana and history, eladrin education and eladrin weapon proficiency.
</RulesElement>
  
<RulesElement name="Moon Elf (Eladrin)" type="Racial Trait" internal-id="ID_FMP_SUBRACE_56" source="Neverwinter Campaign Guide">
<Category> ID_DRU_RACIAL_TRAIT_002 </Category>
<specific name="_CS_ShortDescription"> @ </specific>
<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_3960,ID_FMP_RACIAL_TRAIT_3961 </specific>
  <rules>
    <grant name="ID_FMP_RACIAL_TRAIT_15" type="Racial Trait" />
    <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3960|ID_DRU_RACIAL_TRAIT_003" >
	Select option
	</select>
	<select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3961|ID_FMP_RACIAL_TRAIT_17" >
	Select option
	</select>
  </rules>
Playing: Each new day brings new horizons. You feel the wanderlust of your people, and you look to fresh experiences to grant you new insights on life. No matter how much you have seen, the world always offers more to explore.
	Magic exists in all things. Most moon elves appreciate the fact that magic can be found anywhere—and often in a surprising form. You know to keep an open mind and accept the power that magic can unlock in even the simplest of objects and weakest of creatures.
	A hidden good cannot be great. While the sun elves built up empires in isolation, the moon elves explored the world and saw their culture thrive and grow. In the same way, you know that good deeds should not be hidden. Others who witness acts of charity and nobility take strength and hope from them. Righteousness should be bolder than villainy.   
In the ancient past, the moon elves reveled in travel and exploration. As a result, though they were the largest in number, their empires were the last to rise. Moon elves today still have this wanderlust, and are thus both numerous and widespread. Open to new experiences and honest by nature, moon elves are often seen as worthy companions by the people they meet in their travels.
	Though the Spellplague inspired many sun elves to retreat further into isolation, most moon elves reacted to the tragedy of that period by forming stronger bonds with other races. Many moon elves now consider themselves a citizen of a worldly nation first and an eladrin second. Others have used renewed links with the Feywild to reconnect with their ancient homeland. In turn, a new generation of moon elves now spreads from the Feywild to explore the world.
</RulesElement>
<RulesElement name="Sun Elf (Eladrin)" type="Racial Trait" internal-id="ID_FMP_SUBRACE_57" source="Neverwinter Campaign Guide">
	<Category> ID_DRU_RACIAL_TRAIT_002 </Category>
<specific name="_CS_ShortDescription"> @ </specific>
<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_3962,ID_FMP_RACIAL_TRAIT_3963 </specific>
    <rules>
       <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3962|ID_DRU_RACIAL_TRAIT_003" >
Select option
	   </select>
	   <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3963|ID_FMP_RACIAL_TRAIT_15" >
Select option
	   </select>
	   <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3961|ID_FMP_RACIAL_TRAIT_17" >
Select option
	   </select>
   </rules>
Playing: Patience solves many problems. Sun elves live long lives, and so can afford to wait for time to take its toll on their enemies and the problems of shorter-lived races. Their long-term plans can take centuries to realize. As a sun elf, you are far more concerned with what might be ahead rather than the troubles of the moment.
	A calm mind remains clear. Maintaining an inner and outward serenity allows you to think more clearly. In dire situations, a solemn outlook helps to keep peril at a distance and allows you to make the most well-reasoned choices.
	Creatures are as they are born. Just as the deer cannot help but be hunted by the wolf, the wolf cannot fail to hunt lest it die. So too must the dwarf grub for gold and the halfling avoid home and responsibility. The rabbit cannot fly any more than the fox can graze to survive. Do not expect others to rise to your level or to change their ways to suit you. 
The sun elves have lived apart from the events of the world for thousands of years. Despite the recent turmoil of the Spellplague, they see little reason to change. Indeed, the dangers of the modern age and the proven frailties of those gods not associated with the elves drives many sun elves to depend more than ever on their traditional insularity, closing ranks against outsiders that would spread chaos and doom.
	Taking advantage of the renewed connection to the Feywild represents an exception for some sun elves, but for others it merely proves the point. The elves of Faerie might look and act like the elves of the world, but to many sun elves, they represent as  much of a potential threat as any worldly nation.
	Sun elves mimic the aloof (some might say haughty) nature of their society in their personal interactions as well. They are slow to smile, quick to disparage, and always ready to demonstrate their superior knowledge and skill. These barriers break down over time in the dealings between a sun elf and his or her closest allies, but many sun elves remain forever withdrawn in the company of people who speak plainly and show emotion openly.
</RulesElement>  
  <RulesElement name="Fey Step" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_352" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the fey step power </specific>
    <specific name="Powers"> ID_FMP_POWER_1449 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_3 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1449 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1449" type="Power" />
    </rules>
You have the fey step power.
   </RulesElement>
  <RulesElement name="Fey Step" type="Power" internal-id="ID_FMP_POWER_1449" source="Player's Handbook" revision-date="8/27/2010 11:25:06 AM">
    <Category> ID_FMP_RACIAL_TRAIT_352,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Eladrin Racial Utility </specific>
    <specific name="Keywords"> Teleportation </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Teleport up to 5 squares. </specific>
    <specific name="Class"> ID_FMP_RACE_3 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_352 </specific>
  </RulesElement>
<RulesElement name="Eladrin Skill Bonuses" type="Racial Trait" internal-id="ID_DRU_RACIAL_TRAIT_003" source="Player&apos;s Handbook">
  <specific name="Short Description"> +2 to Arcana and History </specific>
  <specific name="Level"> 1 </specific>
  <rules>
    <grant name="ID_INTERNAL_RACIAL_TRAIT_ARCANA_BONUS" type="Racial Trait" />
    <grant name="ID_INTERNAL_RACIAL_TRAIT_HISTORY_BONUS" type="Racial Trait" />
  </rules>
You gain a +2 bonus to Arcana checks and History history checks.
</RulesElement>  
<RulesElement name="Moon Elf Skill Bonuses" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3960" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> +2 to Insight and Streetwise </specific>
  <specific name="Level"> 1 </specific>
  <rules>
    <grant name="ID_INTERNAL_RACIAL_TRAIT_INSIGHT_BONUS" type="Racial Trait" />
    <grant name="ID_INTERNAL_RACIAL_TRAIT_STREETWISE_BONUS" type="Racial Trait" />
  </rules>
You gain a +2 bonus to Insight checks and Streetwise checks. This benefit replaces the normal eladrin skill bonuses to Arcana and History.
</RulesElement>
<RulesElement name="Elf Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3961" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> Proficiency with longbow and shortbow </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Eladrin Education </specific>
  <rules>
    <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGBOW)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORTBOW)" type="Proficiency" />
   </rules>
You gain proficiency with the longbow and the shortbow. This benefit replaces Eladrin Education.
</RulesElement>
<RulesElement name="Sun Elf Skill Bonuses" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3962" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> +2 to Bluff and Insight </specific>
  <specific name="Level"> 1 </specific>
   <rules>
    <grant name="ID_INTERNAL_RACIAL_TRAIT_BLUFF_BONUS" type="Racial Trait" />
    <grant name="ID_INTERNAL_RACIAL_TRAIT_INSIGHT_BONUS" type="Racial Trait" />
  </rules>
You gain a +2 bonus to Bluff checks and Insight checks. This benefit replaces the normal eladrin skill bonuses to Arcana and History.
</RulesElement>
	<RulesElement name="Wizard Implement Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3963" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> Proficiency with orb, staff, and wand as implements </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Eladrin Weapon Proficiency </specific>
  <rules>
    <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ORB)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" type="Proficiency" />
   </rules>  
You gain proficiency with the orb, the staff, and the wand as implements. This benefit replaces Eladrin Weapon Proficiency.
</RulesElement>  
  
  <!-- Elf -->
  <RulesElement name="Elf" type="Race" internal-id="ID_FMP_RACE_4" source="Player's Handbook" revision-date="8/27/2010 12:39:04 PM">
    <Prereqs> ~ELF </Prereqs>
    <Flavor> Unmatched archers, cunning explorers, protectors of the wild forests </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 7 squares </specific>
    <specific name="Characteristics"> Agile, friendly, intuitive, joyful, perceptive, quick, quiet, wild </specific>
    <specific name="Physical Qualities"> Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf 's hair color is dark brown, autumn orange, mossy green, or deep gold. Elven ears are long and pointed, while an elf 's eyes are vibrant blue, violet, or green. Elves favor a wild and loose look to their hair.
	Elves mature at about the same rate as humans, but they show few effects of age past adulthood. The first sign of an elf 's advancing age is typically a change in hair color-sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over two hundred years old and remain vigorous almost to the end. </specific>
    <specific name="Playing"> When creating an elf adventurer, here are a few points to consider.
	Protect all that is good and beautiful. The natural progression of the universe seems intent on destroying the fleeting grace of beauty, love, and peace. Thus, you must fight to ensure that these things survive. An elf might remain unmoved by the plight of a human city facing an orc invasion, even as an idyllic village of farmers in the horde's path spurs him to action. Elves appreciate beauty because their history has forced them to watch it gradually fade from the world. From the first days of the bitter fey war, through the rise and fall of a succession of worldly empires, the elves know all too well that anything worth enjoying or loving is worth fighting for.
	Life is measured in years, not days. You are acutely aware of the unfurling of years and the grand tapestry of history. Elves plan for the long term, and you are no different. "Enjoy the day; prepare for the year," is a common elf saying that expresses this attitude. You might spend your days in song and drink easily enough, but all the while in the back of your mind, you watch a web of events unfold around you. You understand that an action now leads to a reaction-a change in the world-that might not become evident for years. When you adventure, you keep one eye on the future and your role in the grand scheme of events.
	The strongest sword is guided with wisdom, not might. The best battles are those that are short, decisive, and as bloodless as possible. The elves are too few in number to wage wars of attrition, and they view risky tactics and frontal assaults as foolish at best. As an elf, you employ the most direct methods to defeat your enemy. Why waste time battling goblin patrols when the entire tribe will scatter with the death of its conquest-minded king? Keep the long-term view in mind, and settle all problems with quick, decisive resolution.
	Tales and songs. The elves preserve their history through songs and tales told in the oral tradition. As a young elf, you would have heard and memorized these stories of great elf heroes, their legendary deeds, and the struggles of your people. You might draw on the nature, events, or themes of such stories for inspiration, or to express your elven point of view to your allies. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5' 4"-6'0" </specific>
    <specific name="Average Weight"> 130-170 lb. </specific>
    <specific name="Ability Scores"> +2 Dexterity, +2 Intelligence or +2 Wisdom </specific>
    <specific name="Languages"> Common, Elven </specific>
    <specific name="Skill Bonuses"> +2 Nature, +2 Perception </specific>
    <specific name="Male Names"> Adran, Aelar, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis. </specific>
    <specific name="Female Names"> Adrie, Birel, Chaedi, Dara, Enna, Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna . </specific>
    <specific name="Short Description"> The elves have a deep love of nature, and their accuracy with bow, blade, or spell is unmatched. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_20, ID_FMP_RACIAL_TRAIT_353, ID_FMP_RACIAL_TRAIT_359, ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_642 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_ELF" type="Grants" />
      <statadd name="Speed" value="+7" />
      <textstring name="Average Height" value="5' 4&quot;-6'0&quot;" />
      <textstring name="Average Weight" value="130-170 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Intelligence|Wisdom" />
    </rules>
Play an Elf if you want ...
   </RulesElement>
  <RulesElement name="Elf" type="Grants" internal-id="ID_INTERNAL_GRANTS_ELF" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_4 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_20" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_642" type="Racial Trait" />
	  <grant name="ID_DRU_RACIAL_TRAIT_004" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_4" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_PERCEPTION_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
 <RulesElement name="Elf Subrace" type="Racial Trait" internal-id="ID_DRU_RACIAL_TRAIT_004" source="Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
  <specific name="Short Description"/>
  <specific name="_CS_ShortDescription"> @ </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_PARSED_SUB_FEATURES"> ID_FMP_SUBRACE_58,ID_FMP_SUBRACE_59,ID_DRU_SUBRACE_03 </specific>
      <rules>
         <select type="Racial Trait" number="1" Category="Elf Subrace" />
      </rules>
   </RulesElement>
<RulesElement name="Standard Elf Racial Traits" type="Racial Trait" internal-id="ID_DRU_SUBRACE_03" source="Player&apos;s Handbook">
	<Category> ID_DRU_RACIAL_TRAIT_004 </Category>
	  <specific name="_CS_ShortDescription"> @ </specific>
	  <specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_359,ID_FMP_RACIAL_TRAIT_353 </specific>
  <rules>
    <grant name="ID_FMP_RACIAL_TRAIT_359" type="Racial Trait" />
	<grant name="ID_FMP_RACIAL_TRAIT_353" type="Racial Trait" />
  </rules>
These are the standard racial traits of group awareness and elven accuracy.
</RulesElement>  
  
<RulesElement name="Wild Elf" type="Racial Trait" internal-id="ID_FMP_SUBRACE_58" source="Neverwinter Campaign Guide">
	<Category> ID_DRU_RACIAL_TRAIT_004 </Category>
	<specific name="_CS_ShortDescription"> @ </specific>
	<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_3964,ID_FMP_RACIAL_TRAIT_3965 </specific>
    <rules>
       <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3964|ID_FMP_RACIAL_TRAIT_359" >
Select option
	   </select>
	   <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3965|ID_FMP_RACIAL_TRAIT_353" >
Select option
	   </select>
    </rules>	
Playing: All other cultures are wrong. You might have left your people by your own choice, but that decision has not changed how you view the world. Among your kind, all ways but those of the wild elves represent corruption and iniquity. Though you might be more open to the customs of other folk than most of your kind, it is hard for you to entirely set aside your distrust of those people.
	The world knows more than any elf. You view the natural world and its primal spirits as cousins and friends. You see portents in the change of the weather, the flight paths of birds, and the health of plants. Those places where the world cannot display its natural order—cities, dungeons, magical terrain—seem dangerous to you, because you cannot depend on signs you cannot read.
	Birds fly because they have wings. Wild elves are nomads who must constantly wander. Corellon placed that wanderlust in the souls of your people—the impetus that brought the first elves to the world. Just as a bird must fly when its wings are strong enough, so too must you move on when the spirit takes you.   
Of all the fey folk of the world, wild elves live most closely with nature. Indeed, many wild elves see themselves as the only true examples of their race, since they are the only ones living as their ancient ancestors did. At first glance, because of their body paint and beadwork, wild elves can easily be mistaken for primitive hunter-gatherers. Their culture, however, contains complex and intricate traditions that have survived largely unchanged from the time of the Crown Wars.
	Wild elves are more isolationist than their sun elf cousins—often violently so. Those wild elves who do interact with members of other races are sometimes seen as tainted from that contact. As such, wild elves who choose to forge strong bonds with others must often forsake close ties with their kin.
</RulesElement>
	<RulesElement name="Wood Elf" type="Racial Trait" internal-id="ID_FMP_SUBRACE_59" source="Neverwinter Campaign Guide">
	<Category> ID_DRU_RACIAL_TRAIT_004 </Category>
	<specific name="_CS_ShortDescription"> @ </specific>
	<specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_3966,ID_FMP_RACIAL_TRAIT_3968 </specific>
	<rules>
      <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3966|ID_FMP_RACIAL_TRAIT_359" >
Select option
	   </select>
	   <select type="Racial Trait" number="1" Category="ID_FMP_RACIAL_TRAIT_3968|ID_FMP_RACIAL_TRAIT_353" >
Select option
	   </select>
    </rules>
Playing: It is wise to be compassionate, but not all compassion is wise. You seek to help others, but you must guard yourself against deception and hidden dangers. Be ruthless when the situation calls for ruthlessness. Like the bow, you are supple and harmless when danger is not at hand, but you can turn deadly in a heartbeat.
	Do not waste emotion. Humans, moon elves, and others can easily find themselves swept away by emotion, which interferes with their thinking and prompts them to commit foolish acts. Sun elves, at the other extreme, wall themselves away from their hearts so much that they are often unable to feel anything at all. You choose the middle path, which is to use emotion as your ally in achieving your aims. When you are in the right, feel the righteousness of your actions. When you have cause for wrath, let it give you focus.
	Avoid what troubles you can. If your presence would provoke a needless battle, let peace reign in your absence. Whereas a wild elf might confront or kill a trespasser without a thought, you are content to allow the trespass as long as no real harm is done. Wait, watch, and learn. Then act only when inaction would be the greater evil.  
Wood elves resemble moon elves in that they are friendly to other races. However, like wild elves, they prefer to live hidden in the wilderness. Wanderlust has no place in their lives, and they consider themselves the solemn caretakers of ancient empires. Wood elves prefer to build modest settlements, viewing the urban and urbane lifestyles both of the ancient elves and their sun elf descendants to be mistakes.
	After fleeing the destruction of the Crown Wars, the wood elves sought to keep their distance from any conflicts that they believed brought ruin upon their people. However, unlike the wild elves and the sun elves, they did not want to detach themselves from the world. The lesson they learned from the destruction of the past was to be compassionate, both toward other elves and the other races that would come to prominence as their own race waned.
</RulesElement>  
   
  <RulesElement name="Elven Accuracy" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_359" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the elven accuracy power </specific>
    <specific name="Powers"> ID_FMP_POWER_1450 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_4 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1450 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1450" type="Power" />
    </rules>
You have the elven accuracy power.
   </RulesElement>
  <RulesElement name="Elven Accuracy" type="Power" internal-id="ID_FMP_POWER_1450" source="Player's Handbook" revision-date="8/27/2010 11:25:06 AM">
    <Category> ID_FMP_RACIAL_TRAIT_359,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Elf Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You make an attack roll and dislike the result. </specific>
    <specific name="Effect"> Reroll the attack roll. Use the second roll, even if it's lower. </specific>
    <specific name="Class"> ID_FMP_RACE_4 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_359 </specific>	
  </RulesElement>
  
<RulesElement name="Subtle Step" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3964" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> You have the subtle step power </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Elven Accuracy </specific>
  <specific name="Powers"> ID_DRU_POWER_1450 </specific>
  <specific name="Level" />
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_RACE_4 </specific>
  <specific name="_DisplayPowers"> ID_DRU_POWER_1450 </specific>
    <rules>
      <grant name="ID_DRU_POWER_1450" type="Power" />
    </rules>
You have the Subtle Step power. This benefit replaces elven accuracy.
</RulesElement>
 <RulesElement name="Subtle Step" type="Power" internal-id="ID_DRU_POWER_1450" source="Neverwinter Campaign Guide" revision-date="8/27/2010 11:25:06 AM">
    <Category> ID_DRU_RACIAL_TRAIT_359,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> With an instant of focus, you move with the legendary grace of the elves. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Elf Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You can shift up to your speed as a move action. </specific>
    <specific name="Class"> ID_FMP_RACE_4 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_DRU_RACIAL_TRAIT_359 </specific>	 
  </RulesElement>
<RulesElement name="Wild Elf Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3965" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> Proficiency with javelin, spear, and longspear </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Group Awareness </specific>
  <rules>
    <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(JAVELIN)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SPEAR)" type="Proficiency" />
	<grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSPEAR)" type="Proficiency" />
  </rules>  
You gain proficiency with the javelin, the spear, and the longspear. This benefit replaces Group Awareness.
</RulesElement>
<RulesElement name="Sense Threat" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3966" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> You can use Perception for initiative; when you do so, allies within 10 sq. with lower initiative gain +2 racial bonus to initiative </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Elven Accuracy </specific>  
When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative. This benefit replaces elven accuracy.
</RulesElement>
<RulesElement name="Wood Elf Reactive Stealth" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3968" source="Neverwinter Campaign Guide">
  <specific name="Short Description"> You can make Stealth check to hide if you have cover or concealment when rolling initiative </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"> Group Awareness </specific>
If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time. This benefit replaces Group Awareness.
</RulesElement>     
  
  <!-- Genasi -->
  <RulesElement name="Genasi" type="Race" internal-id="ID_FMP_RACE_33" source="Forgotten Realms Player's Guide" revision-date="8/27/2010 12:39:20 PM">
    <Prereqs> ~GENASI </Prereqs>
    <Flavor> Energy embodied, chaos and order united-a race of inherent flexibility, passion, and diversity </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Capricious, exotic, free-spirited, haughty, headstrong, impulsive, independent, passionate, quick-tempered, quixotic </specific>
    <specific name="Physical Qualities"> Every genasi constantly manifests an element (Genasi have no neutral, nonelemental state.) All genasi are born with one elemental manifestation, a genetic trait that is handed down from his or her parents. Some genasi learn an additional manifestation in late adolescence or adulthood, and a rare few have several.
	Genasi are of roughly the same size and proportions as humans, though they tend toward broader physiques that are evidence of their physical strength. A genasi's body is etched with energy lines that glow in a color associated with the element that the genasi is manifesting. The energy lines on a genasi's body appear in a pattern that is common between members of the same family and sometimes between natives of the same area. The specific configuration of energy lines on each genasi's face and head is distinctive, varying between individuals the way fingerprints differ between humans. Even when genasi change their elemental manifestation, each one retains his or her unique facial energy lines. To show off the energy lines etching his or her body, a genasi often wears clothes that leave at least some portion of his or her body uncovered.
	Genasi skin tones and "hair" also vary depending on which element an individual is manifesting. Genasi don't have actual hair-the substance that appears to cover their heads during different manifestations is a magical expression of their elemental nature.
	The physical qualities that genasi display when using different elemental manifestations are summarized below.
Earthsoul: Brown skin; golden energy lines and eyes; bald with golden energy lines glowing on the head.
Firesoul: Ruddy bronze skin; fiery orange energy lines and eyes; flickering flames coming out of the energy lines on the head.
Stormsoul: Purple skin; silvery energy lines; glowing crystalline silver spikes on the head.
Watersoul: Seafoam green skin; bright blue energy lines; bald with blue energy lines glowing on the head.
Windsoul: Silver skin; light blue energy lines; glowing blue and gray ice crystal spikes on the head.
	Genasi have an average life span comparable to that of humans, roughly 75 years. Some members of the race can live to the age of 90 or 100. </specific>
    <specific name="Playing"> Generalities about a genasi's elemental manifestation are sometimes contradicted by the race's changeable nature. In most regions where genasi live, the dominant manifestation is the one most closely associated with the region's environment. The most extreme example of this truism occurs in underwater communities, where it's essentially impossible for a genasi to survive without the watersoul manifestration.
	In a city whose construction features a number of elevated features and possibly a lot of earthmotes  (such as Airspur, the capital of Akanul), the vast majority of genasi have the stormsoul or windsoul manifestation. In a hot climate or a place where creatures of flame hold sway (such as the city of Memnon in Calimshan), firesoul is the most prevalent manifestation. Genasi are noted for their presence in Akanul, Calimshan, and Returned Abeir, but smaller pockets of genasi can be found most anywhere.
	Genasi who have more than one manifestation think of themselves as having multiple personas. A genasi who is quick-tempered and passionate while manifesting firesoul might be a much more deliberate person while manifesting earthsoul. When free from the demands of travel or conflict, genasi who have multiple manifestations sometimes change manifestation as a method of expressing their mood or their intentions.
	Genasi philosophers believe that genasi were created as a compromise between chaos and the world's divinely crafted forms. A few genasi internalize that  contradiction and struggle to eliminate one or the other of their natures, becoming maniacs of chaos or disciples of order, but those genasi are the exception. Most simply enjoy the connections that their elemental nature gives them to the world.
	As children, genasi express only a single   manifestation. In all but a few areas of Faerun, however, genasi know family members and childhood friends who have manifestations other than their own, so that they grow up knowing the diverse elements their race is connected to.
	Ambition and pride have strongly influenced genasi culture. Genasi are constantly aspiring to improve their station. Their societies bubble with a constant pressure for recognition of true strength and competence. In  consequence, genasi social structures are nowhere near as stable as those created by other races.
	Genasi have no longstanding animosity toward any other races. Neither can they be said to be sure friends of any other race-not even their own. In human cities, some genasi prefer to deal with one group of friends while manifesting one element and keep a different circle of friends in another manifestation. Other genasi find friends who can deal with all their forms. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 5'7"-6'2" </specific>
    <specific name="Average Weight"> 130-225 lb. </specific>
    <specific name="Ability Scores"> +2 Intelligence, +2 Strength or +2 Constitution </specific>
    <specific name="Languages"> Common, Primordial </specific>
    <specific name="Skill Bonuses"> +2 Endurance, +2 Nature </specific>
    <specific name="Male Names"> Emere, Garel-kai, Jett, Kaddim-sul, Ki-amar, Mariz, Sardis, Sha-karn, Yuriel, Zan-kyri. </specific>
    <specific name="Female Names"> Ashar, Gwind, Jenda-shan, Jerra, Len-jes, Mai-sal, Mara-kai, Nari-lana, Sonliin, Valandra, Vanri. </specific>
    <specific name="Short Description"> The genasi are living embodiments of earth, fire, air, water, and the storm. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_519, ID_FMP_RACIAL_TRAIT_803 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_GENASI" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5'7&quot;-6'2&quot;" />
      <textstring name="Average Weight" value="130-225 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Strength|Constitution" />
    </rules>
Genasi are an inherent contradiction. Each genasi embodies the potential chaos of air and fire, the  order of earth and water, or the ferocity of thunder and lightning. Genasi manifest one of these facets of their elemental soul at all times. Their race is passionate and nearly as diverse as humans. Genasi can be found almost anywhere.
Play a Genasi if you want ...
•	to struggle or experiment with the order and chaos of your existence.
•	to look for adaptability in personality and physical appearance.
•	to be a member of a race that favors the
swordmage and warlord classes.
   </RulesElement>
  <RulesElement name="Genasi" type="Grants" internal-id="ID_INTERNAL_GRANTS_GENASI" source="Forgotten Realms Player's Guide">
    <specific name="_SupportsID"> ID_FMP_RACE_33 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_519" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_803" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_INTELLIGENCE" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_6" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <!-- Gnome -->
  <RulesElement name="Gnome" type="Race" internal-id="ID_FMP_RACE_20" source="Player's Handbook 2" revision-date="8/27/2010 12:39:12 PM">
    <Prereqs> ~GNOME </Prereqs>
    <Flavor> Slight, sly tricksters of the Feywild who excel at avoiding notice </Flavor>
    <specific name="Size"> Small </specific>
    <specific name="Speed"> 5 squares </specific>
    <specific name="Characteristics"> Affable, clever, crafty, curious, funny, guarded, inconspicuous, inventive, secretive, sly, tricky </specific>
    <specific name="Physical Qualities"> Gnomes are smaller even than halflings, rarely exceeding 4 feet in height. Apart from their size, they resemble elves or eladrin, with pointed ears and chiseled facial features such as high cheekbones and sharp jaws. They have a more wild look than eladrin do, though, particularly in the hair that sprouts from their heads in random directions. Some male gnomes sprout tufts of hair from their chins, but they otherwise lack body hair.
Gnome skin tone ranges from a ruddy tan through woody brown to rocky gray. Their hair can be virtually any color, from stark white to blond and various shades of brown to autumnal orange or green. Their eyes are glittering black orbs.
Gnomes are as long-lived as eladrin, living over 300 years, but they show more of the effects of age. A gnome over the age of 100 has gray or white hair and skin that shows the wrinkled and weathered lines of a century of laughter, but even the oldest gnome retains the strength and agility of youth. </specific>
    <specific name="Playing"> In quiet forests of the Feywild and remote woodlands in the world, gnomes live out of sight and mostly beneath the notice of larger races. Gnomes dwell in homes dug among the roots of trees, easily overlooked and cleverly concealed by camouflage and illusion. They are fond of the burrowing mammals that share their habitat, such as badgers, foxes, and rabbits, and have a sense of kinship with these small animals that share their forests.
Unobtrusiveness is a virtue among gnomes. They grow up on games of stealth and silence, in which the winner is the last to be discovered. An adult gnome who draws attention in a crowd is considered dangerously rude. Gnome folk heroes are not mighty warriors, but tricksters who slip out of captivity, play great pranks without being detected, or sneak past magical guardians. They deflect both aggression and attention with humor, and they guard their thoughts with friendly laughter.
Gnomes also value a quick mind and the ability to come up with a clever solution to any problem. They appreciate witty conversation, especially rapidfire repartee. They are inventive and resourceful, although they have little interest in or aptitude for the kind of technology found in human cities. They have an innate talent for magic and a love of illusion, music, poetry, and story.
Eager to see what the world has to offer and willing to be awed by its wonders, gnomes greet the world with open curiosity. Gnomes who are drawn to adventure are most often driven by curiosity and wanderlust above any desire for wealth or glory.
Gnomes were once enslaved by the fomorian rulers of the Feydark, the subterranean caverns of the Feywild. They regard their former masters with more fear than hatred, and they feel some degree of sympathy for the fey that still toil under fomorian lashes-particularly the spriggans, which some say are corrupted gnomes. Gnomes are not fond of goblins or kobolds, but in typical gnome fashion, they avoid creatures they dislike rather than crusading against them. They are fond of eladrin and other friendly fey, and gnomes who travel the world have good relations with elves and halflings. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 3'4"-3'8" </specific>
    <specific name="Average Weight"> 50-75 lb. </specific>
    <specific name="Ability Scores"> +2 Intelligence, +2 Dexterity or +2 Charisma </specific>
    <specific name="Languages"> Common, Elven </specific>
    <specific name="Skill Bonuses"> +2 Arcana, +2 Stealth </specific>
    <specific name="Male Names"> Alston, Alvyn, Brocc, Eldon, Frug, Kellen, Ku, Nim, Orryn, Pock, Sindri, Warryn, Wrenn. </specific>
    <specific name="Female Names"> Breena, Carlin, Donella, Ella, Lilli, Lorilla, Nissa, Nyx, Oda, Orla, Roswyn, Tana, Zanna. </specific>
    <specific name="Short Description"> Clever tricksters and skilled wielders of fey magic, gnomes use their wits to survive. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_426, ID_FMP_RACIAL_TRAIT_427, ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_1142, ID_FMP_RACIAL_TRAIT_1141 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_GNOME" type="Grants" />
      <statadd name="Speed" value="+5" />
      <textstring name="Average Height" value="3'4&quot;-3'8&quot;" />
      <textstring name="Average Weight" value="50-75 lb." />
      <textstring name="Size" value="Small" />
      <select type="Race Ability Bonus" number="1" Category="Dexterity|Charisma" />
    </rules>
In the Feywild, the best way for a small creature to survive is to be overlooked. While suffering in servitude to the fomorian tyrants of the Feydark, gnomes learned to hide, to mislead, and to deflect-and by these means, to survive. The same talents sustain them still, allowing them to prosper in a world filled with creatures much larger and far more dangerous than they are.
Play a Gnome if you want ...
•	to be curious, funny, and tricky.
•	to rely more on stealth and deception than on brute strength and intimidation.
•	to be a member of a race that favors the bard, sorcerer, warlock, and wizard classes.
   </RulesElement>
  <RulesElement name="Gnome" type="Grants" internal-id="ID_INTERNAL_GRANTS_GNOME" source="Player's Handbook 2">
    <specific name="_SupportsID"> ID_FMP_RACE_20 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_SMALL" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_426" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_427" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1142" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1141" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_INTELLIGENCE" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_4" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ARCANA_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Fade Away" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_427" source="Player's Handbook 2" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the fade away power </specific>
    <specific name="Powers"> ID_FMP_POWER_377 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_20 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_377 </specific>
    <rules>
      <grant name="ID_FMP_POWER_377" type="Power" />
    </rules>
You have the fade away power.
   </RulesElement>
  <RulesElement name="Fade Away" type="Power" internal-id="ID_FMP_POWER_377" source="Player's Handbook 2" revision-date="8/27/2010 11:22:22 AM">
    <Category> ID_FMP_RACIAL_TRAIT_427,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION </Category>
    <Flavor> You turn invisible in response to harm. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Gnome Racial Utility </specific>
    <specific name="Keywords"> Illusion </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You take damage. </specific>
    <specific name="Effect"> You are invisible until you attack or until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_20 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_427 </specific>
  </RulesElement>
  <!-- Goliath -->
  <RulesElement name="Goliath" type="Race" internal-id="ID_FMP_RACE_37" source="Player's Handbook 2" revision-date="8/27/2010 12:39:22 PM">
    <Prereqs> ~GOLIATH </Prereqs>
    <Flavor> Tribal nomads of the mountains, strong as the rock and proud as the peak </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Competitive, daring, driven, inquisitive, powerful, reliable, restless, trusting </specific>
    <specific name="Physical Qualities"> Goliaths tower over even dragonborn, standing between 7 and 8 feet tall. Their skin is gray or brown, mottled with darker patches that they believe hint at some aspect of each goliath's fate or destiny. Their skin is speckled with lithoderms, coin-sized growths of bone that appear like pebbles studding their arms, shoulders, torso, and head. A bony ridge juts over their gleaming blue or green eyes. Male goliaths are bald, and females have dark hair they typically grow long and wear in braids.
Goliaths have life spans comparable to those of humans. </specific>
    <specific name="Playing"> Goliaths are driven by a fierce love of competition. Anything that can be conceived as a challenge invites goliaths to keep score, tracking their progress against both their comrades and themselves. A goliath fighter might remark on how many times he has drawn first blood in battle within a particular dungeon compared to the party's rogue, and he's certainly mentally tracking his own performance against his last adventure. This competitiveness takes the form of good-natured rivalry among goliaths. As a race they have no patience for cheaters, gloaters, or sore losers, but goliaths can be very hard on themselves when they fail to measure up to their own past accomplishments.
Daring that borders on foolhardiness is also a common trait among goliaths. They have no fear of heights, climbing sheer mountain cliffs and leaping great chasms with ease. Their nomadic lifestyle of hunting and gathering instills in them an inquisitive interest in whatever lies over the next ridge or at the head of a canyon. To a wandering hunter's mind, that curiosity can lead to better hunting grounds or a good water source that would otherwise go undiscovered.
Goliaths respect and revere the natural world, and goliath adventurers commonly draw on the primal power source. Druids and shamans are more common among them than clerics, and goliath priests-called skywatchers-invoke the spirits of nature and their ancestors far more often than they call on the distant gods of the Astral Sea. Some goliath tribes also honor Kord, Melora, and Avandra, particularly those tribes that have frequent contact with other races. Tribes that regularly trade with dwarves sometimes offer sacrifices to Moradin as well. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 7'2"-7'8" </specific>
    <specific name="Average Weight"> 280-340 lb. </specific>
    <specific name="Ability Scores"> +2 Strength, +2 Constitution or +2 Wisdom </specific>
    <specific name="Languages"> Common, either Dwarven or Giant </specific>
    <specific name="Skill Bonuses"> +2 Athletics, +2 Nature </specific>
    <specific name="Male Names"> Aukan, Eglath, Gauthak, Ilikan, Kavaki, Keothi, Lo-Kag, Maveith, Meavoi, Thotham, Vimak. </specific>
    <specific name="Female Names"> Gae-Al, Kuori, Manneo, Nalla, Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea. </specific>
    <specific name="Short Description"> Goliaths are mountain-dwelling nomads who see life as a grand competition. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_1143, ID_FMP_RACIAL_TRAIT_1144, ID_FMP_RACIAL_TRAIT_1145 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_GOLIATH" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="7'2&quot;-7'8&quot;" />
      <textstring name="Average Weight" value="280-340 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Constitution|Wisdom" />
      <select type="Language" number="1" Category="ID_FMP_RACE_37" />
    </rules>
Goliaths are mountain-dwelling nomads who see life as a grand competition. Their scattered bands have never been major players in the politics of the lowland world, but they have wandered the mountain ranges of the world since the primordials first shaped the peaks and valleys. Tall and massive, goliaths revere the primal power of nature and use it to enhance their own strength.
Play a Goliath if you want ...
•	to be tougher and stronger than nearly anyone else.
•	to master the rugged mountain slopes.
•	to be a member of a race that favors the barbarian, fighter, and warden classes.
   </RulesElement>
  <RulesElement name="Goliath" type="Grants" internal-id="ID_INTERNAL_GRANTS_GOLIATH" source="Player's Handbook 2">
    <specific name="_SupportsID"> ID_FMP_RACE_37 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_1143" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1144" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1145" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_STRENGTH" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ATHLETICS_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Stone's Endurance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1145" source="Player's Handbook 2" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the stone's endurance power </specific>
    <specific name="Powers"> ID_FMP_POWER_6188 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_37 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_6188 </specific>
    <rules>
      <grant name="ID_FMP_POWER_6188" type="Power" />
    </rules>
You have the stone's endurance power.
   </RulesElement>
  <RulesElement name="Stone's Endurance" type="Power" internal-id="ID_FMP_POWER_6188" source="Player's Handbook 2" revision-date="8/27/2010 11:42:29 AM">
    <Category> ID_FMP_RACIAL_TRAIT_1145,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> Your foes' attacks bounce off your stony hide. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Goliath Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage. </specific>
    <specific name="Class"> ID_FMP_RACE_37 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1145 </specific>
  </RulesElement>
  <!-- Halfling -->
  <RulesElement name="Halfling" type="Race" internal-id="ID_FMP_RACE_5" source="Player's Handbook" revision-date="8/27/2010 12:39:05 PM">
    <Prereqs> ~HALFLING </Prereqs>
    <Flavor> Resourceful wanderers, cunning scouts, travelers of forgotten roads </Flavor>
    <specific name="Size"> Small </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Brave, curious, determined, down-to-earth, friendly, good-natured, lucky, nimble, optimistic, practical, resourceful, warm </specific>
    <specific name="Physical Qualities"> Halflings stand about 4 feet tall and weigh about 80 pounds. They resemble small humans and are proportioned like human adults. Halflings have the same range of complexions as humans, but most halflings have dark hair and eyes. Halfling males don't have beards, but many have long, full sideburns. Halflings of both genders often wear complicated hairstyles, featuring complex braiding and weaving techniques.
	Halflings typically dress in clothes that match their surroundings, preferring earth tones and various shades of green. Their clothing and gear feature woven textures and stitching. Birds, river patterns, boats, and fish are common images in halfling art and decoration.
	Halflings have life spans comparable to those of humans. </specific>
    <specific name="Playing"> Halflings are an affable, warm, and cheerful people. They survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. They appear harmless, and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife.
	Halflings are practical and down-to-earth. They concern themselves with basic needs and simple pleasures, harboring few dreams of gold or glory. Adventurers are no more rare among halflings than among other races, but they usually pursue the adventurer's life for reasons of community, friendship, wanderlust, or curiosity. Halfling adventurers are brave and faithful companions, relying on stealth and trickery in battle rather than raw might or magic.
	Halflings are extremely curious. Most can't refrain from opening a door to see what it conceals, or to turn a corner or climb a hill just to find out what lies beyond. Along with this intense curiosity, many halflings seem possessed of a kind of fearlessness-their curiosity and need to experience new things overcoming any hesitation brought on by anxiety.
	In the absence of royalty or nobility, halflings instead look to family elders to guide them. This emphasis on family and community has enabled halflings to maintain a consistent culture for thousands of years, unaffected by the rise and fall of empires.
	According to halfling legend, Melora and Sehanine created the halflings together, giving the race a love of nature and the gift of stealth. When their interest waned, these gods stopped looking after the race, or so the legends go, and halflings made their own way in the world. They say Avandra, the god of luck, admired their resourcefulness and adopted them, favoring them with good fortune. Not all halflings worship Avandra, but nearly all breathe a prayer of thanks to her when fortune favors them. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 3' 10"-4' 2" </specific>
    <specific name="Average Weight"> 75-85 lb. </specific>
    <specific name="Ability Scores"> +2 Dexterity, +2 Charisma or +2 Constitution </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Acrobatics, +2 Thievery </specific>
    <specific name="Male Names"> Ander, Corrin, Dannad, Errich, Finnan, Garret, Lazam, Lindal, Merric, Nebin, Ostran, Perrin, Reed, Shardon, Ulmo, Wenner. </specific>
    <specific name="Female Names"> Andrey, Bree, Callie, Chenna, Eida, Kithri, Lidda, Nedda, Paela, Shaena, Tryn, Vani, Verna, Wella. </specific>
    <specific name="Short Description"> Clever wanderers and explorers, halflings who want to hide from prying eyes are almost impossible to spot. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_25, ID_FMP_RACIAL_TRAIT_26, ID_FMP_RACIAL_TRAIT_361 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_HALFLING" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="3' 10&quot;-4' 2&quot;" />
      <textstring name="Average Weight" value="75-85 lb." />
      <textstring name="Size" value="Small" />
      <select type="Race Ability Bonus" number="1" Category="Charisma|Constitution" />
      <select type="Language" number="1" Category="Starting" />
    </rules>
Play a Halfling if you want ...
   </RulesElement>
  <RulesElement name="Halfling" type="Grants" internal-id="ID_INTERNAL_GRANTS_HALFLING" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_5 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_SMALL" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_25" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_26" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_361" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ACROBATICS_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_THIEVERY_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Second Chance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_26" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the second chance power </specific>
    <specific name="Powers"> ID_FMP_POWER_1452 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_5 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1452 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1452" type="Power" />
    </rules>
You can use second chance as an encounter power.
   </RulesElement>
  <RulesElement name="Second Chance" type="Power" internal-id="ID_FMP_POWER_1452" source="Player's Handbook" revision-date="8/27/2010 11:25:06 AM">
    <Category> ID_FMP_RACIAL_TRAIT_26,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT </Category>
    <Flavor> Luck and small size combine to work in your favor as you dodge your enemy's attack. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Halfling Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You are hit by an attack. </specific>
    <specific name="Effect"> The attacker must reroll the attack and use the second roll, even if it is lower. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_5 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_26 </specific>
  </RulesElement>
  <!-- Half-Elf -->
  <RulesElement name="Half-Elf" type="Race" internal-id="ID_FMP_RACE_6" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Prereqs> ~HALF_ELF </Prereqs>
    <Flavor> Born heroes and leaders who combine the best features of both humans and elves. </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Accommodating, adaptable, charming, confident, gregarious, open minded </specific>
    <specific name="Physical Qualities"> Half elves tend to be sturdier of build than elves but more slender than most humans. Half elves have the same range of complexions as humans and elves, and like elves, half-elves often have eye or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves' ears are about the size of human ears, but they are tapered, like the ears of their elven ancestors.
	Half-elves usually adopt the dress and hairstyles of the society they spend the most time with; for example, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe's style of braids and face paint. However, it would not be unusual for half-elves raised among humans to seek out articles of elven clothing or jewelry so that they can proudly display signs of their dual heritage.
	Half-elves have life spans comparable to humans, but like elves they remain vigorous well into old age. </specific>
    <specific name="Playing"> Half-elves are more than just a combination of two races-the combination of human and elf blood produces a unique race with qualities all its own. They share some of the natural grace, athleticism, and keen perceptiveness of elves, along with the passion and drive of humans. But in their own right, they are charismatic, confident, and open-minded and are natural diplomats, negotiators, and leaders.
	Half-elves like to be around people, the more diverse the better. They gravitate toward population centers, especially larger settlements where members of many races mingle freely. Half-elves cultivate large networks of acquaintances, as much out of genuine friendliness as for practical purposes. They like to establish relationships with humans, elves, and members of other races so they can learn about them, the way they live, and how they make their way in the world.
	Half-elves rarely settle down for any length of time. Their wanderlust makes them natural adventurers, and they quickly make themselves at home wherever they end up. When their paths take them back to a place they have visited before, they track down old friends and renew old contacts.
	Ultimately, half-elves are survivors, able to adapt to almost any situation. They are generally well liked and admired by everyone, not just elves and humans. They are empathetic, better at putting themselves in others' shoes than most.
	Half-elves naturally inspire loyalty in others, and they return that feeling with deep friendship and a keen sense of responsibility for those who place themselves in their care. Half-elf warlords and generals do not order their followers into danger that they would not face themselves, and they usually lead from the front, trusting their allies to follow.
	Half-elves have no culture of their own and are not a numerous people. They usually bear human or elf names, sometimes using one name among elves and a different one among humans. Some are anxious about their place in the world, feeling no kinship with any race, except other half-elves, but most call themselves citizens of the world and kin to all. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5'5"-6'2" </specific>
    <specific name="Average Weight"> 130-190 lb. </specific>
    <specific name="Ability Scores"> +2 Constitution, +2 Wisdom or +2 Charisma </specific>
    <specific name="Languages"> Common, Elven, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Diplomacy, +2 Insight </specific>
    <specific name="Male Names"> Adran, Aelar, Alain, Alek, Beiro, Benn, Carric, Donn, Drew, Erdan, Erik, Gennal, Gregg, Heian, Jonn, Kris, Lucan, Marc, Mikal, Peren, Pieter, Quinn, Regdar, Rolen, Samm, Theren, Thom, Varis, Wil. </specific>
    <specific name="Female Names"> Adrie, Ana, Birel, Cassi, Chaedi, Dara, Eliza, Enna, Faral, Gwenn, Irann, Jenn, Kat, Keira, Keyleth, Lia, Luusi, Mari, Mialee, Mika, Miri, Morgan, Shava, Shawna, Stasi, Thia, Valna , Zanne. </specific>
    <specific name="Short Description"> Descended from elves and humans, half-elves are said to combine the best features of both. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_3482, ID_FMP_RACIAL_TRAIT_30, ID_FMP_RACIAL_TRAIT_644 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_HALF-ELF" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5'5&quot;-6'2&quot;" />
      <textstring name="Average Weight" value="130-190 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Language" number="1" Category="Starting" />
      <select type="Race Ability Bonus" number="1" Category="Wisdom|Charisma" />
    </rules>
Descended from both elves and humans, half-elves are a handsome race in whom the best features of each people often appear.
Play a Half-Elf if you want ...
 • to be an outgoing, enthusiastic leader.
 • to be a charismatic hero equally at home in two different cultures.
 • to be a member of a race that favors the warlord, paladin, and warlock classes.
   </RulesElement>
  <RulesElement name="Half-Elf" type="Grants" internal-id="ID_INTERNAL_GRANTS_HALF-ELF" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_6 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_3482" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_30" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_644" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CONSTITUTION" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_4" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_DIPLOMACY_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INSIGHT_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Half-Elf Power Selection" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3482" source="Player Essentials: Heroes of the Forgotten Kingdoms" revision-date="6/2/2011 1:19:07 PM">
    <specific name="Short Description">Select an option for your half-elf character.</specific>
    <specific name="Level">1</specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="_PARSED_SUB_FEATURES">ID_FMP_RACIAL_TRAIT_643, ID_FMP_RACIAL_TRAIT_3437</specific>
    <specific name="Class">ID_FMP_RACE_6</specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Half-Elf Power Selection" />
    </rules>
Choose one of the following racial benefits at 1st level:
Dilettante: Gain out-of-class at-will power as encounter power. 
Knack for Success: Gain the knack for success power.
</RulesElement>
  <RulesElement name="Dilettante" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_643" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Category> ID_FMP_RACIAL_TRAIT_3482 </Category>
    <specific name="Short Description"> Gain 1st-level out-of-class at-will attack power as encounter power </specific>
    <specific name="_CS_ShortDescription"> Gain 1st-level out-of-class at-will attack power as encounter power </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <select type="Power" name="Dilettante" number="1" Category="$$NOT_CLASS,at-will,1" />
      <modify select="Dilettante" Field="Power Usage" value="Encounter" />
    </rules>
At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
   </RulesElement>
  <RulesElement name="Knack for Success" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3437" source="Player Essentials: Heroes of the Forgotten Kingdoms" revision-date="6/2/2011 1:19:07 PM">
    <Category>ID_FMP_RACIAL_TRAIT_3482</Category>
    <specific name="Short Description"> You have the knack for success power </specific>
    <specific name="_CS_ShortDescription"> You have the knack for success power </specific>
    <specific name="Powers">ID_FMP_POWER_13689</specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_6 </specific>
    <specific name="_DisplayPowers">ID_FMP_POWER_13689</specific>
    <rules>
      <grant name="ID_FMP_POWER_13689" type="Power" />
    </rules>
You have the knack for success power. 
</RulesElement>
  <RulesElement name="Knack for Success" type="Power" internal-id="ID_FMP_POWER_13689" source="Player Essentials: Heroes of the Forgotten Kingdoms" revision-date="5/25/2011 2:41:21 PM">
    <Category>ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_FMP_RACIAL_TRAIT_3437,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_6,ID_INTERNAL_CATEGORY_MINOR_ACTION</Category>
    <Prereqs>Half-Elf Race or Half-Elf CountsAsRace</Prereqs>
    <Flavor>Your mere presence is enough to tip the balance of fortune for you and your allies.</Flavor>
    <specific name="Power Usage">Encounter</specific>
    <specific name="_SkillPower" />
    <specific name="Display">Half-Elf Racial Utility</specific>
    <specific name="Keywords" />
    <specific name="Action Type">Minor Action</specific>
    <specific name="Attack Type">Close burst 5</specific>
    <specific name="Target">You or one ally in the burst</specific>
    <specific name="Effect">Choose one of the following.
• The target makes a saving throw. 
• The target shifts up to 2 squares as a free action. 
• The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn. 
• The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.</specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature">ID_FMP_RACIAL_TRAIT_3437</specific>
    <specific name="Class">ID_FMP_RACE_6</specific>
  </RulesElement>
  <!-- Half-Orc -->
  <RulesElement name="Half-Orc" type="Race" internal-id="ID_FMP_RACE_36" source="Player's Handbook 2" revision-date="11/05/2010 00:00:00 AM">
    <Prereqs> ~HALF_ORC </Prereqs>
    <Flavor> Fierce warriors who combine human resolve with orc savagery </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Brash, ferocious, hedonistic, impulsive, short-tempered, tough, uninhibited </specific>
    <specific name="Physical Qualities"> Half-orcs favor their human lineage in appearance, but are distinguished by skin that tends to various shades of gray, broad jaws, and prominent lower canine teeth-though these are still a far cry from the jutting tusks of orcs. On average, they are taller and stronger than humans as well. Their hair is usually black, though it grays quickly with age. Most half-orcs who live among humans favor human styles of clothing and hairstyle, but a few adopt orc traditions, tying small bones or beads into long braids or bunches of hair.
Half-orcs don't live quite as long as humans do. They mature quickly, reaching adulthood at about 16 years, and rarely live past the age of 60. </specific>
    <specific name="Playing"> Half-orcs combine the best qualities of humans and orcs, though some would argue that the good qualities of orcs are few and hard to find. From their orc blood, half-orcs inherit great physical strength and toughness. They are fierce warriors, fleet of foot as they charge into battle.
Their human blood makes half-orcs decisive and bold, resourceful and self-reliant. They are adaptable and able to make their way in almost any circumstance. Although half-orcs often live on the fringes of society in human towns and cities, they still find ways to prosper in a world to which they don't fully belong.
For all their good qualities, many half-orcs exhibit characteristics that polite society finds uncouth or undesirable. Half-orcs have little patience for complicated rules of etiquette or procedure and find little value in hiding their true opinions in order to spare someone's feelings. They enjoy the simple pleasures of food and drink, boasting, singing, wrestling, drumming, and dancing, and they don't find much satisfaction in more refined or sophisticated arts. They're prone to act without much deliberation, preferring to overcome obstacles as they arise rather than consider every possible outcome and make contingency plans. These qualities lead some members of other races to consider them rude or crass, but others find their brashness refreshing.
Half-orcs generally live among either human or orc cultures-some in bustling human towns or cities, others among remote human or orc tribes. Most half-orcs have two half-orc parents, but sometimes half-orcs marry and have half-orc children with humans or orcs. Orcs show grudging respect to half-orcs for their considerable strength and for their cunning intelligence, which sometimes allows half-orcs to rise to leadership positions in orc tribes.
	Although possessed of many strengths, half-orcs frequently encounter prejudice in human communities. Thus, most half-orcs gravitate to careers involving physical labor or violence. For some, the life of an adventurer is either a natural extension of that trend or a way to throw off the weight of prejudice. The adventuring life also means finding a place in a group of allies and equals-a simple pleasure that is all too hard for many half-orcs to find in the world. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5'9"-6'4" </specific>
    <specific name="Average Weight"> 155-225 lb. </specific>
    <specific name="Ability Scores"> +2 Dexterity, +2 Strength or +2 Constitution </specific>
    <specific name="Languages"> Common, Giant </specific>
    <specific name="Skill Bonuses"> +2 Endurance, +2 Intimidate </specific>
    <specific name="Male Names"> Brug, Dorn, Druuk, Gnarsh, Grumbar, Hogar, Karash, Korgul, Krusk, Lubash, Mord, Ohr, Rendar, Sark, Scrag, Tanglar, Tarak, Thar, Ugarth, Yurk. </specific>
    <specific name="Female Names"> Augh, Bree, Ekk, Gaaki, Grai, Grigri, Gynk, Huru, Lagazi, Murook, Nogu, Ootah, Puyet, Tawar, Tomph, Ubada, Vanchu. </specific>
    <specific name="Short Description"> Descended of humans and orcs, half-orcs are proud, strong, and agile. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_1146, ID_FMP_RACIAL_TRAIT_1147, ID_FMP_RACIAL_TRAIT_1148 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_HALF-ORC" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5'9&quot;-6'4&quot;" />
      <textstring name="Average Weight" value="155-225 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Strength|Constitution" />
    </rules>
An obscure legend claims that when Corellon put out Gruumsh's eye in a primeval battle, part of the savage god's essence fell to earth, where it transformed a race of humans into fierce half-orcs. Another story suggests that an ancient hobgoblin empire created half-orcs to lead orc tribes on the empire's behalf. Yet another legend claims that a tribe of brutal human barbarians chose to breed with orcs to strengthen their bloodline. Some say that Kord created half-orcs, copying the best elements from the human and orc races to make a strong and fierce people after his own heart. If you ask a half-orc about his origin, you might hear one of these stories. You might also get a punch in the face for asking such a rude question.
Play a Half-Orc if you want ...
 • to be big, strong, and fast.
 • to harness anger into resilience and combat power.
 • to be a member of a race that favors the barbarian, fighter, ranger, and rogue classes.
   </RulesElement>
  <RulesElement name="Half-Orc" type="Grants" internal-id="ID_INTERNAL_GRANTS_HALF-ORC" source="Player's Handbook 2">
    <specific name="_SupportsID"> ID_FMP_RACE_36 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_1146" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1147" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1148" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_19" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Furious Assault" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1146" source="Player's Handbook 2" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the furious assault power </specific>
    <specific name="Powers"> ID_FMP_POWER_6189 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_36 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_6189 </specific>
    <rules>
      <grant name="ID_FMP_POWER_6189" type="Power" />
    </rules>
You have the furious assault power.
   </RulesElement>
  <RulesElement name="Furious Assault" type="Power" internal-id="ID_FMP_POWER_6189" source="Player's Handbook 2" revision-date="8/27/2010 11:42:29 AM">
    <Category> ID_FMP_RACIAL_TRAIT_1146,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> Your monstrous wrath burns inside you, giving strength to your attack. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Half-Orc Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You hit an enemy </specific>
    <specific name="Effect"> The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't. </specific>
    <specific name="Class"> ID_FMP_RACE_36 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1146 </specific>
  </RulesElement>
  <!-- Human -->
  <RulesElement name="Human" type="Race" internal-id="ID_FMP_RACE_7" source="Player's Handbook" revision-date="8/31/2010 10:46:57 AM">
    <Prereqs> ~HUMAN </Prereqs>
    <Flavor> Ambitious explorers, driven leaders, eager to master the world </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant </specific>
    <specific name="Physical Qualities"> Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel.
	Humans' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs.
	Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. </specific>
    <specific name="Playing"> Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations.
	Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers.
	Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics.
	That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known-a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir.
	Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection.
	Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath's ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 5' 6"-6'2" </specific>
    <specific name="Average Weight"> 135-220 lb. </specific>
    <specific name="Ability Scores"> +2 to one ability score of your choice </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses" />
    <specific name="Male Names"> Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil. </specific>
    <specific name="Female Names"> Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne . </specific>
    <specific name="Short Description"> The most ambitious of races, humans count among their number the greatest heroes ...and the greatest villains. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_HUMAN" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5' 6&quot;-6'2&quot;" />
      <textstring name="Average Weight" value="135-220 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" />
      <select type="Language" number="1" Category="Starting" />
    </rules>
Play a Human if you want ...
   </RulesElement>
  <RulesElement name="Human" type="Grants" internal-id="ID_INTERNAL_GRANTS_HUMAN" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_7 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_29" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_34" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_646" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_2966" type="Racial Trait" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
    </rules>
  </RulesElement>
  <RulesElement name="Human Power Selection" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2966" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:29 AM">
    <specific name="Short Description"> Choose an option for your human character. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965 </specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Human Power Selection" />
    </rules>  
Choose an option for your human character.
</RulesElement>
  <RulesElement name="Heroic Effort" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2965" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:29 AM">
    <Category> ID_FMP_RACIAL_TRAIT_2966 </Category>
    <specific name="Short Description"> You have the heroic effort power </specific>
    <specific name="Powers"> ID_FMP_POWER_13213 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_7 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13213 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13213" type="Power" />
    </rules>
You have the heroic effort power.
</RulesElement>
  <RulesElement name="Heroic Effort" type="Power" internal-id="ID_FMP_POWER_13213" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:33:48 PM">
    <Category> ID_FMP_RACIAL_TRAIT_2965,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
    <Flavor> Your grim focus and unbridled energy means that failure is not an option. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Human Racial Utility </specific>
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You miss with an attack or fail a saving throw. </specific>
    <specific name="Effect"> You gain a +4 racial bonus to the attack roll or the saving throw. </specific>
    <specific name="Class"> ID_FMP_RACE_7 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_2965 </specific>
  </RulesElement>
  <!-- Kalashtar -->
  <RulesElement name="Kalashtar" type="Race" internal-id="ID_FMP_RACE_46" source="Eberron Player's Guide" revision-date="8/27/2010 12:39:25 PM">
    <Prereqs> ~KALASHTAR </Prereqs>
    <Flavor> Refugees from the realm of dreams whose minds are as sharp as their swords </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Balanced, commanding, compassionate, contemplative, disciplined, graceful, insightful, intellectual, spiritual, thoughtful </specific>
    <specific name="Physical Qualities"> Kalashtar, which in Quori means "wandering dreams," first came to Eberron 1,800 years ago. They came as a renegade group from Dal Quor that sought to escape religious and philosophical persecution. Agents of Dal Quor known as the Dreaming Dark hunted them until finally the group's leader, Taratai, found an audacious way to escape Dal Quor. She convinced Adaran monks to accept a permanent fusion of their own souls with those of the renegade quori. From that synthesis came kalashtar, and as a result, kalashtar today look similar to the monks who served as the first willing vessels.
The monastery where the sixty-seven humans became kalashtar was a place of refuge, so the humans who lived there were diverse. Kalashtar have thus retained a diversity of appearance, possessing the same variety of skin, hair, and eye colors found among humans. They are usually slimmer and taller than humans, although short or stocky kalashtar exist.
Kalashtar physically develop at the same rate as humans do and have similar life spans. A kalashtar child passes for human at first glance, but a few minutes of observation reveals the key difference. All kalashtar have a manner that is graceful, serene, and serious because of the fragment of quori soul bound within them. While human children run, laugh, and play, kalashtar children engage in the same meditative exercises, martial training, and telepathic conversations as adult kalashtar. For a kalashtar, growing up is a physical process, not a mental or emotional one. </specific>
    <specific name="Playing"> Most kalashtar remain in the temple-keeps of Adar, so any kalashtar traveling around Khorvaire probably has a good reason for doing so. A kalashtar might be driven by a desire to break the Riedran siege of Adar, or could be on the run from the Dreaming Dark.
The typical kalashtar is contemplative and serene. They are compassionate and friendly, but in a cerebral way. Perhaps due to the turmoil within their conjoined souls, kalashtar keep a tight rein on their emotions. A kalashtar demonstrates camaraderie with a wry grin and an offhand remark rather than with a backslap or a ribald joke.
The fragment of quori soul in a kalashtar recalls the escape from Dal Quor. Kalashtar on the run from the Dreaming Dark are wary, although they still try to maintain polite and kind behavior. Kalashtar struggle to integrate the thoughts and sensibilities of their human halves with the strange, intangible memories of their quori souls. Kalashtar flirt with madness. Occasionally, a kalashtar's serene countenance drops to reveal crazed and baffling behavior that is inappropriate or even dangerous. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 5'8"-6'3" </specific>
    <specific name="Average Weight"> 130-220 lb. </specific>
    <specific name="Ability Scores"> +2 Charisma, +2 Intelligence or +2 Wisdom </specific>
    <specific name="Languages"> Common </specific>
    <specific name="Skill Bonuses"> +2 Insight, +2 to choice of one other </specific>
    <specific name="Male Names"> Halkad, Havrakhad, Kanatash, Lanamelk, Lanharath, Malharath, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath. </specific>
    <specific name="Female Names"> Ganitari, Khashana, Lakashtari, Meva kri, Novakri, Panitari, Sorashana, Thakashtai, Thatari. </specific>
    <specific name="Short Description"> Refugees from the realm of dreams, a kalashtar's mind is as sharp as a vorpal sword. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_1571, ID_FMP_RACIAL_TRAIT_1572, ID_FMP_RACIAL_TRAIT_1813 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_KALASHTAR" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5'8&quot;-6'3&quot;" />
      <textstring name="Average Weight" value="130-220 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Racial Trait" number="1" Category="Skill Bonus" />
      <select type="Race Ability Bonus" number="1" Category="Intelligence|Wisdom" />
    </rules>
Kalashtar look similar to humans, but their outward appearance masks an inner demeanor that is at once serene and wild-cerebral and mad. The kalashtar fled Dal Quor, the region of dreams, eighteen centuries ago and came to Eberron. Today, they are strangers in Khorvaire, seeking refuge from agents of the Dreaming Dark in temple-keeps in the mountains of Adar.
Play a Kalashtar if you want ...
• to play a wise and contemplative character who is capable of momentary madness.
• to be a stranger in a strange land, where every place you visit is full of wonder.
• to be a fugitive on the run from enemies that could be anyone, anywhere.
• to be a member of a race that favors the bard, cleric, paladin, and warlock classes.
   </RulesElement>
  <RulesElement name="Kalashtar" type="Grants" internal-id="ID_INTERNAL_GRANTS_KALASHTAR" source="Eberron Player's Guide">
    <specific name="_SupportsID"> ID_FMP_RACE_46 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_1571" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1572" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1813" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INSIGHT_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Bastion of Mental Clarity" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1572" source="Eberron Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the bastion of mental clarity power </specific>
    <specific name="Powers"> ID_FMP_POWER_7548 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_46 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_7548 </specific>
    <rules>
      <grant name="ID_FMP_POWER_7548" type="Power" />
    </rules>
You have the bastion of mental clarity power.
   </RulesElement>
  <RulesElement name="Bastion of Mental Clarity" type="Power" internal-id="ID_FMP_POWER_7548" source="Eberron Player's Guide" revision-date="8/27/2010 11:46:15 AM">
    <Category> ID_FMP_RACIAL_TRAIT_1572,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT </Category>
    <Flavor> You erect a psychic shield to protect your mind from assault, and you ward your allies as well. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Kalashtar Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Trigger"> An enemy hits or misses you with an attack against your Will </specific>
    <specific name="Target"> You and each ally in burst </specific>
    <specific name="Effect"> Each target gains a +4 power bonus to Will until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_46 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1572 </specific>
  </RulesElement>
  <!-- Revenant -->
  <RulesElement name="Revenant" type="Race" internal-id="ID_FMP_RACE_47" source="Heroes of Shadow" revision-date="3/14/2011 3:35:26 PM">
    <Prereqs> ~REVENANT </Prereqs>
    <Flavor> Resilient souls returned from death to do the work of Fate </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Agile, cold, determined, fearsome, hard-bitten, noble, pragmatic, tragic </specific>
    <specific name="Physical Qualities"> Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife. Revenants do not appear as undead horrors or even anything like their former selves. When the Raven Queen reincarnates souls, they exist as her special creations, and they have the bodies of her choosing and creation. In this way, such souls are always marked as representatives of the Raven Queen's power. They emerge from the shadow of death fully formed and fully grown, set to handle whatever tasks they have been returned to deal with.
	A revenant has a body that is slender for his or her height, but this form possesses an uncanny toughness that contradicts the apparent build. Revenants have the same range of complexions as humans, but a revenant's skin is ashen and the features are sunken. Eyes are most commonly solid black with a single point of red light burning within them, but other eerie eye colors-including yellow, white, silver, and gold-are not  uncommon. In some cases, the eyes glow with a ghostly light. Revenants' hair typically ranges from black through shades of gray to white. Revenants can grow facial hair, and males often have beards or mustaches that accentuate their ashen countenances.
	A revenant's face and skin clearly set a member of this race apart from other humanoids. A revenant's visage has a masklike quality that can be disturbing to mortal beings. Rough, dark scales appear on the flesh near the ends of a revenant's limbs, marking the revenant as one of those the Raven Queen has allowed back into the world of the living. A revenant's extremities end in strong, black fingernails and toenails that resemble claws. </specific>
    <specific name="Playing"> Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans.
	A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. While the revenant moves among the living, it also exists in the shadows, haunted by the vague memories of a life it no longer possesses.
	Revenants do not build settlements or share a common culture as is customary of the other races. The only attributes that connect these living undead are a set of common physical characteristics and a similar origin and destiny. In all cases, a revenant is purposefully returned to the natural world after succumbing to a cessation of life. Dead, but unable to find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant.
	The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
	Revenants often appear in adult form, fully grown and instinctively capable of dealing with the world around them. Most awaken in a place of the dead, such as a graveyard or a crypt, with only vague memories of whatever went before and usually with a driving compulsion to accomplish some partially remembered task or vaguely defined quest.
	Most revenants remember only fragments of the life they lived before, as well as snatches of a peaceful darkness that immediately preceded their return to the world. Some need time to come to grips with the fragmented memories and driving compulsions. Others take to their new existence easily and without too much analysis and soul-searching. Many recall a woman's voice, soft and melodious, not unlike the gentle flutter of black-feathered wings, that follows them out of the shadows and back to the wakefulness of the natural world. The words are gentle but insistent, and often the source of any compulsion that a revenant experiences upon returning to life. Although each revenant returns to the world in a different way, most recall words that drifted out of the darkness with them. "Arise, my champion," the voice demands of them. "There is work to do." </specific>
    <specific name="Vision"> Low-light vision </specific>
    <specific name="Average Height"> 5'5"-6'2" </specific>
    <specific name="Average Weight"> 100-200 lb. </specific>
    <specific name="Ability Scores"> +2 Dexterity, +2 Charisma or +2 Constitution </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Endurance, +2 Intimidate </specific>
    <specific name="Male Names"> Bane, Carver, Dredge, Erak, Riven, Rook, Scourge, Sever, Snipe, Wrath. </specific>
    <specific name="Female Names"> Blessed, Charm, Fable, Ire, Lash, Nihil, Raven, Sunder, Vengeance. </specific>
    <specific name="Short Description"> Revenants are unfulfilled souls sent back to the world by the Raven Queen. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_1870, ID_FMP_RACIAL_TRAIT_1866, ID_FMP_RACIAL_TRAIT_1867, ID_FMP_RACIAL_TRAIT_1868 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_REVENANT" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5' 5&quot;-6' 2&quot;" />
      <textstring name="Average Weight" value="100-200 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Language" number="1" Category="Starting" />
      <select type="Race Ability Bonus" number="1" Category="Charisma|Constitution" />
    </rules>
Play a Revenant if you want ...
</RulesElement>
  <RulesElement name="Revenant" type="Grants" internal-id="ID_INTERNAL_GRANTS_REVENANT" source="Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_RACE_47 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_1870" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1866" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1867" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1868" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Dark Reaping" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1870" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You have the dark reaping power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_8278 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_47 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_8278 </specific>
    <rules>
      <grant name="ID_FMP_POWER_8278" type="Power" />
    </rules>
You have the dark reaping power.
</RulesElement>
<RulesElement name="Dark Reaping" type="Power" internal-id="ID_FMP_POWER_8278" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:33:49 PM">
    <Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_FMP_RACIAL_TRAIT_1870,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_47,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Prereqs> Revenant </Prereqs>
    <Flavor> You use one death as the seed to sow more destruction. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Revenant Utility </specific>
    <specific name="Keywords"> Necrotic </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type" />
    <specific name="Trigger"> A creature within 5 squares of you is reduced to 0 hit points </specific>
    <specific name="Effect"> One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or your Charisma modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_47 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1870 </specific>
  </RulesElement>
  
  
  <RulesElement name="Undead" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1866" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You are considered both living creature, and undead creature </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_47 </specific>
You are considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature.
</RulesElement>
  <RulesElement name="Past life" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1867" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> Choose another race; you are considered a member of that race for meeting prerequisites </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_47 </specific>
    <rules>
      <select type="CountsAsRace" number="1" Category="!ID_INTERNAL_COUNTSASRACE_REVENANT">
Choose your Race in Life
    </select>
    </rules>
Select a race other than revenant. You are also considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites.
</RulesElement>
  <RulesElement name="Unnatural Vitality" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1868" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> When you drop, can remain conscious and dazed, but fall unconscious if you fail death saving throw </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_47 </specific>
When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.
</RulesElement>
  <!-- Shadar-kai -->
  <RulesElement name="Shadar-kai" type="Race" internal-id="ID_FMP_RACE_26" source="Dragon Magazine 372" revision-date="9/1/2010 3:24:47 PM">
    <Prereqs> ~SHADAR_KAI </Prereqs>
    <Flavor> Cold of heart and dark of eye, passion burns still within these people of shadow and deep winter. </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Ambitious, bloodthirsty, detached, excessive, grim, intrepid, rash, ruthless, sinister, thrill-seeking, unconventional, violent, zealous </specific>
    <specific name="Physical Qualities"> Shadar-kai are humanlike, but the weight of existence in the Shadowfell has shaped them to be slightly shorter and much thinner than their human counterparts. A shadar-kai has a colorless complexion that varies from alabaster to dark gray. Shadar-kai hair is similarly drab or raven black. Pale hair might have a hint of color within the range of human norms. The eyes are lustrous and black, lacking any white or clear pupil. Shadows near a shadar-kai sometimes seem to reach out or deepen, especially when the shadar-kai is angry.
Although drab in natural appearance, shadar-kai are quite elaborate and idiosyncratic in personal adornment. They like dark and exotic clothing, jewelry, and weapons, often decorated with swatches of bright color. Hair is similarly ornate and often dyed. All shadar-kai embellish their skin with tattoos, scars, and piercings.
A shadar-kai could live longer than any eladrin. Few do, however; the consequences of extreme living keep them from seeing old age. Some simply fade away, disappearing into shadow and death, perhaps leaving behind a wraith as the soul passes into the Raven Queen's care. </specific>
    <specific name="Playing"> The Shadowfell saps living creatures of creativity and the will to live. When shadar-kai moved to the Shadowfell ages ago, they were not immune to this depression. Numerous members of their early society gave in to ennui and simply slipped out of existence, driving the shadar-kai to change their lifestyle, embracing strong emotions and peak experiences. These practices, born out of necessity, became traditions over countless generations.
The current culture of the shadar-kai is a study in pushing boundaries. Shadar-kai welcome difficult tasks, as well as physical and emotional extremes, as a way of life. They learn to channel the darkness of the Shadowfell rather than allowing that darkness to consume them. And they accept death as the inevitable end for those who fail to attain the right amount of power or fame.
Shadar-kai embrace living with gusto. The limits of pleasure and pain distract them from the wearying melancholy of the Shadowfell. They also strive for personal greatness, so that if they fail to gain the actual ability to live forever, stories of their great deeds will grant a sort of immortality. In this search for personal glory, most shadar-kai ignore banalities such as comfort, morality, and safety.
The tattoos, scars, and piercings a shadar-kai wears have more than one purpose. They exist as a testament to the wearer's ability to withstand pain as well as a means of personal expression and decoration. Each decoration can also be a record of a deed done, an honor gained, or a misdeed declared.
These records are important, because personal merit is all a shadar-kai really has. Other signs of personal worth, such as wealth, are but manifestations of success-side effects. Money, for example, can be gained by chance. What matters is an affluent shadar-kai's ability to protect his or her holdings and the ability to gain more.
Although shadar-kai leave the Shadowfell to seek fortune in the world and among the planes, a few needs and wants drive a shadar-kai to return home from time to time. Most shadar-kai feel a basic need to visit the enveloping dimness of the Shadowfell at least intermittently. The plane is unlike even the darkest reaches of other planes. Obtaining new adornments and equipment in the proper style often requires a return to the Shadowfell. Shadar-kai also return to their gloomy settlements to spend time among those who see extreme, weird, or even deviant as normal. And they come home to brag.
As a rule, shadar-kai are far from humble about their abilities and accomplishments. Boasting and  bravado, called "crowing" among shadar-kai, are common in shadar-kai gathering places. Shadar-kai crow in battle, talking up their successes and speaking doom to their enemies. During birthdays and other celebrations, shadar-kai have what they call "crowing moots," where boasting is taken to the level of artistic and poetic ritual. In addition to the verbal jousting, moots often include, or degenerate into, physical competitions and duels among the participants. As with other deeds among shadar-kai, the greatest "crower" of a moot gains a token-a physical representation such as a tattoo-to commemorate his or her victory. A few shadar-kai, known as doomspeakers, take this "crowing" custom to a supernatural level, becoming so adept at malediction that they can demoralize and sting their foes with dark threats and bloody predictions.
Truth be known, shadar-kai don't care if their bravado ultimately proves false. Despite their origin, they have no fear of defeat or agonizing death. What they truly dread is to live without having experienced life, fading into nothingness and being forgotten. Death in battle or even execution for a crime is a statement of a life lived. After all, shadar-kai are death's children.
The Raven Queen is a fair mother, if not a loving one. When the shadar-kai called upon her in ancient times, she answered. She still does. While she spares little love, she also never demands the love of her children. Almost all shadar-kai revere the Raven Queen, but each shadar-kai is free to choose his or her destiny and way of life, including religion. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5'7"-6'0" </specific>
    <specific name="Average Weight"> 110-170 lb. </specific>
    <specific name="Ability Scores"> +2 Dexterity, +2 Intelligence or +2 Wisdom </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Acrobatics, +2 Stealth </specific>
    <specific name="Male Names"> Albrek, Baden, Codren, Emul, Horiam, Hutahn, Ioan, Lucyan, Mahahn, Niku, Ovid, Petru, Razvahn, Serbahn, Shathys, Teodahr, Vasylay, Zahar. </specific>
    <specific name="Female Names"> Afyn, Anka, Bahnka, Codruta, Doru, Dyon, Floahr, Ghita, Helayna, Ioana, Jenit, Katryn, Lucya, Markella, Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna. </specific>
    <specific name="Short Description"> Born of the Shadowfell, shadar-kai are independent, adventurous, and daring individuals. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_410, ID_FMP_RACIAL_TRAIT_719, ID_FMP_RACIAL_TRAIT_1496 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_SHADAR-KAI" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5'7&quot;-6'0&quot;" />
      <textstring name="Average Weight" value="110-170 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Intelligence|Wisdom" />
      <select type="Language" number="1" Category="Starting" />
    </rules>
Long eons in the Shadowfell have shaped the shadar-kai into a fiery and, some say, cruel people. Fighting the apathy pervasive in their home plane, shadar-kai live passionately and fearlessly, if grimly. They see themselves as instruments of death and dissolution, the bringers of the righteous end to complacency, stagnation, and life itself. Theirs is a harsh society of self-interest. Among shadar-kai, the strong of body and mind excel and create legends. The weak molder to dust, passing into eternity unremembered.
Play a Shadar-kai if you want ...
•	to use your shadow origins to enhance your abilities with dark powers.
•	to be part of a culture that values great deeds and great power.
•	to be a member of a race that favors the avenger, bard, fighter, invoker, ranger, rogue, sorcerer, warlord, and wizard classes.
   </RulesElement>
  <RulesElement name="Shadar-kai" type="Grants" internal-id="ID_INTERNAL_GRANTS_SHADAR-KAI" source="Dragon Magazine 372">
    <specific name="_SupportsID"> ID_FMP_RACE_26 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_410" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_719" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1496" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ACROBATICS_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Shadow Jaunt" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_410" source="Dragon Magazine 372" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the shadow jaunt power </specific>
    <specific name="Powers"> ID_FMP_POWER_2482 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_26 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_2482 </specific>
    <rules>
      <grant name="ID_FMP_POWER_2482" type="Power" />
    </rules>
You can use shadow jaunt as an encounter power.
   </RulesElement>
  <RulesElement name="Shadow Jaunt" type="Power" internal-id="ID_FMP_POWER_2482" source="Dragon Magazine 372" revision-date="8/27/2010 11:28:09 AM">
    <Category> ID_FMP_RACIAL_TRAIT_410,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Flavor> You move like a wraith between two points, your body rematerializing slowly after you arrive at your destination. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shadar-kai Racial Utility </specific>
    <specific name="Keywords"> Teleportation </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You teleport 3 squares and become insubstantial until the start of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_26 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_410 </specific>
  </RulesElement>
  <!-- Shade -->
  <RulesElement name="Shade" type="Race" internal-id="ID_FMP_RACE_52" source="Heroes of Shadow" revision-date="3/24/2011 1:16:34 PM">
    <Prereqs> ~SHADE </Prereqs>
    <Flavor> Seekers of power willing to trade their souls to the darkness </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Ambitious, brooding, manipulative, paranoid, pragmatic, reserved </specific>
    <specific name="Physical Qualities"> Shades resemble their original human selves, though they sacrifice their native vitality to the ritual that turns them into slender creatures of shadow. Their darkness-piercing eyes become orbs of dull black, dark gray, or purple. Their coloring takes on subdued hues, with most shades having pale skin and lank, black hair. Shades prefer dark, somber clothing of silk, suede, or supple leather, decorated with brass and iron. Their metal weapons and tools are coated with special oils that dull any sheen or reflection.
	The Trail of Five Darknesses has a dramatic effect on longevity, doubling a shade's normal life span. Rumors abound of shades who eventually attain a level of power that allows them to stop aging altogether. </specific>
    <specific name="Playing"> Ambitious, ruthless, and paranoid, shades are humans who trade part of their souls for a sliver of the Shadowfell's dark essence. Even more so than the shadowborn-natives of the Shadowfell descended from the common races-shades are gloom incarnate. No matter what nations or land one was first born into, each shade undergoes a dark rebirth that transforms him or her into a creature of stealth and secrecy who is caught between life and death. In exchange for the twilight powers granted to shades, the Shadowfell taints their souls with dark thoughts and a darker disposition.
	A human who chooses to become a shade is reborn into shadow through a transformative ritual that draws on the ambient magic present at shadow crossings-places where the veil between the world and its dark echo is thinnest. Known in scholarly circles as the Trail of Five Darknesses, this arduous ritual is as likely to slay its practitioner outright-obliterating body and soul-as it is to grant the ability to wield shadow magic.
	Unbridled ambition and utter desperation are common reasons for a human to undertake the Trail of Five Darknesses, since the taint of the Shadowfell marks a shade as an outcast forever. Shades maintain a determined self-reliance when among their own kind, because they know all too well the greed and duplicity their race is capable of. However, shades also believe in strength in numbers, and as such they congregate in settlements close to shadow crossings, both in the world and the Shadowfell.
	A few shades deny the self-serving nature of their kind, striving to ensure that the true nature of their souls overcomes the shadowy nature of their chosen path. Rejecting their own kind, these shades seek the company of the common races. Drawn to the life of an adventurer, such shades try to earn the trust of a close circle of friends, defending those comrades with the ruthlessness for which their kind is known. However, some decry this behavior as just another facet of the shades' characteristic avarice-treating friends as personal possessions that must be kept safe at all costs. </specific>
    <specific name="Vision"> Darkvision </specific>
    <specific name="Average Height"> 5'6"-6'2" </specific>
    <specific name="Average Weight"> 100-160 lb. </specific>
    <specific name="Ability Scores"> +2 Charisma, +2 Dexterity or +2 Intelligence </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Arcana, +2 Stealth </specific>
    <specific name="Male Names" />
    <specific name="Female Names" />
    <specific name="Short Description"> You are a human who has traded part of your soul for a sliver of the Shadowfell's dark essence. </specific>
    <specific name="Names"> Blackwood, Dubhtyn, Eboncross, Gloomhollow, Hematiton. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_3755, ID_FMP_RACIAL_TRAIT_3757, ID_FMP_RACIAL_TRAIT_3758, ID_FMP_RACIAL_TRAIT_1496, ID_FMP_RACIAL_TRAIT_3759 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_SHADE" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5' 6&quot;-6' 2&quot;" />
      <textstring name="Average Weight" value="100-160 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Language" number="1" Category="Starting" />
      <select type="Race Ability Bonus" number="1" Category="Dexterity|Intelligence" />
    </rules>
Play a Shade if you want ...
</RulesElement>
  <RulesElement name="Shade" type="Grants" internal-id="ID_INTERNAL_GRANTS_SHADE" source="Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_RACE_52 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_DARKVISION" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_3755" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3757" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3758" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1496" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3759" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ARCANA_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Fragile Mortality" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3755" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You have one fewer healing surge </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <rules>
      <statadd name="Healing Surges" value="-1" />
    </rules>
You have one fewer healing surge than normal.
</RulesElement>
  <RulesElement name="Master of Shadows" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3757" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You can replace 2nd+-level class utility powers for shade utility powers </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_52 </specific>
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead, you can take a shade utility power of the same level or lower.
</RulesElement>
  <RulesElement name="Practiced Sneak" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3758" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> Gain training in Stealth </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <rules>
      <grant name="ID_INTERNAL_SKILL_TRAINING_STEALTH" type="Skill Training" />
    </rules>
You have training in Stealth.
</RulesElement>
  <RulesElement name="Shadow Origin" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1496" source="Dragon Magazine 372,Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You have the shadow origin </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_52 </specific>
The Shadowfell has left its mark on you, so you are considered a shadow creature for the purpose of effects that relate to creature origin.
</RulesElement>
  <RulesElement name="One with Shadow" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3759" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You have the one with shadow power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_14032 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14032 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14032" type="Power" />
    </rules>
You have the one with shadow power.
</RulesElement>
  <RulesElement name="One with Shadow" type="Power" internal-id="ID_FMP_POWER_14032" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:37:42 PM">
    <Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_FMP_RACIAL_TRAIT_3759,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_RACE_52,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Shade </Prereqs>
    <Flavor> You fade into the darkness, becoming a part of the shadow that swirls around you. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shade Racial Utility </specific>
    <specific name="Keywords"> Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the end of your next turn, you can make Stealth checks to become hidden when you have any cover or concealment. In addition, you can use cover from your allies to become hidden or to remain hidden. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_3759 </specific>
  </RulesElement>
<RulesElement name="Shade" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_SHADE" source="Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_RACE_52 </specific>
You count as a shade for meeting prerequisites.
</RulesElement>
  <!-- Optional Shade Utility Powers -->
  <RulesElement name="Fleeting Shade" type="Power" internal-id="ID_FMP_POWER_14016" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_817 </Category>
    <Prereqs> Shade </Prereqs>
    <Flavor> You cloak yourself with strands of shadow that allow you to fight unseen. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shade Utility 2 </specific>
    <specific name="Keywords"> Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You become invisible until the end of your turn. In addition, you gain a +5 power bonus to Stealth checks until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The power of the Shadowfell lets you shroud yourself from your foes, granting you a few precious moments to set up an attack or move to a place of safety. Even as the shadow that cloaks you dissipates, it continues to obscure you from your enemies' sight.
</RulesElement>
  <RulesElement name="Twilight Torch" type="Power" internal-id="ID_FMP_POWER_14017" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_817 </Category>
    <Prereqs> Shade </Prereqs>
    <Flavor> The light of your soul commingles with the dark shard embedded within it, surrounding you with the concealing power of shadow. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shade Utility 6 </specific>
    <specific name="Keywords"> Shadow, Zone </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Effect"> The burst creates a zone of dim light that lasts until the end of your next turn or until you use this power again. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
The soul of a shade holds the essence of the Shadowfell, but it also retains the light that emanated from the Astral Sea when the first mortals were created. This balance between light and darkness allows you to coalesce shadows around yourself at will.
</RulesElement>
  <RulesElement name="Shadow Monsters" type="Power" internal-id="ID_FMP_POWER_14018" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10,ID_FMP_CLASS_817 </Category>
    <Prereqs> Shade </Prereqs>
    <Flavor> You call forth nightmare shadow monsters to strike at your foes' bodies and minds. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shade Utility 10 </specific>
    <specific name="Keywords"> Conjuration, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 3 </specific>
    <specific name="Effect"> You conjure four shadow monsters in four different unoccupied squares in the burst. The shadow monsters last until the end of the encounter. Once per round as a minor action, you can move the shadow monsters up to 4 squares each.
	Enemies take a -2 penalty to attack rolls while adjacent to a shadow monster. Any enemy that ends its turn in the square of or adjacent to one or more shadow monsters takes 10 necrotic damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Your connection to the Shadowfell lets you reach deep within yourself, calling forth monsters composed of the dark essence of that realm. Shapeless shadow congeals around your foes in the form of ravening hounds, soaring shapes on dark wings, twisting black tentacles, or even fouler things.
</RulesElement>
  <RulesElement name="Shadow Jump" type="Power" internal-id="ID_FMP_POWER_14019" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MOVE_ACTION,16,ID_FMP_CLASS_817 </Category>
    <Prereqs> Shade </Prereqs>
    <Flavor> The planar energy of the Shadowfell lets you slip away from danger, then step back into the world a safe distance away. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shade Utility 16 </specific>
    <specific name="Keywords"> Shadow, Teleportation </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You teleport up to your speed. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
As your own power grows, so too does the power of the shadow bound to your soul. With enough training and focus, you can use that dark essence to tap the planar energy of the Shadowfell and slip the bonds of space. When you use this power, a writhing cloud of black mist shrouds you as you shift from place to place.
</RulesElement>
  <RulesElement name="Five Darknesses" type="Power" internal-id="ID_FMP_POWER_14020" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,22,ID_FMP_CLASS_817 </Category>
    <Prereqs> Shade </Prereqs>
    <Flavor> The essence of the Shadowfell flows freely within you, transforming you into living shadow that strikes fear into the hearts of nearby creatures. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shade Utility 22 </specific>
    <specific name="Keywords"> Fear, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You gain 10 temporary hit points. Until the end of your next turn, you gain a fly speed equal to your speed, you are insubstantial and phasing, and creatures take a -2 penalty to attack rolls while adjacent to you. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_52 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
The Trail of Five Darknesses that you used to become a shade did not end with your rebirth. As you strengthen your bond with the Shadowfell, you unlock the secrets known only to your kind.
</RulesElement>
  <!-- Tiefling -->
  <RulesElement name="Tiefling" type="Race" internal-id="ID_FMP_RACE_8" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Prereqs> ~TIEFLING </Prereqs>
    <Flavor> Cursed heirs of a shattered empire who live in the shadows, but do not fear the dark. </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional </specific>
    <specific name="Physical Qualities"> Tieflings' appearance testifies to their infernal bloodline. They have large horns; thick , nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.
	Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanished empire. </specific>
    <specific name="Playing"> Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath's grand capital was thrown down in ruin.
	Tieflings are the heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tainted by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example, but their offspring are always tieflings.
	Centuries of other races' distrust and outright hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick to trust anyone who claims to be a friend. However, when a tiefling's companions demonstrate that they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tiefling is a firm friend and ally for life.
	Although the nobles of Bael Turath subjugated themselves to devils, most tieflings of the present give little thought to gods or patrons of any kind, preferring to look out for themselves. Therefore, tieflings do not often follow the path of the divine; tiefling clerics or paladins are rare.
	Tieflings are not numerous. Sometimes a tiefling merchant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, thieves, or crime lords, who carve out a niche for themselves amid the squalor of their surroundings. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5' 6"-6' 2" </specific>
    <specific name="Average Weight"> 140-230 lb. </specific>
    <specific name="Ability Scores"> +2 Charisma, +2 Constitution or +2 Intelligence </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Bluff, +2 Stealth </specific>
    <specific name="Male Names"> Akmenos, Amnon, Art, Barakas, Carrion, Chant, Damakos, Despair, Ekemon, Fear, Gladness, Hope, Iados, Ideal, Kairon, Leucis, Melech, Morthos, Music, Nowhere, Open, Pelaios, Poetry, Quest, Random, Reverence, Skamos, Sorrow, Therai, Torment, Weary. </specific>
    <specific name="Female Names"> Akta, Art, Bryseis, Carrion, Chant, Damaia, Despair, Ea, Fear, Gladness, Hope, Ideal, Kallista, Lerissa, Makaria, Music, Nemeia, Nowhere, Open, Orianna, Phelaia, Poetry, Quest, Random, Reverence, Rieta, Sorrow, Torment, Weary. </specific>
    <specific name="Short Description"> Tieflings are descended from humans who bargained with infernal powers. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_38, ID_FMP_RACIAL_TRAIT_39, ID_FMP_RACIAL_TRAIT_647 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_TIEFLING" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5' 6&quot;-6' 2&quot;" />
      <textstring name="Average Weight" value="140-230 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Language" number="1" Category="Starting" />
      <select type="Race Ability Bonus" number="1" Category="Constitution|Intelligence" />
    </rules>
Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them.
Play a Tiefling if you want ...
 • to be a hero who has a dark side to overcome.
 • to be good at tricking, intimidating, or persuading others to do your will.
 • to be a member of a race that favors the warlock, warlord, and rogue classes.
</RulesElement>
  <RulesElement name="Tiefling" type="Grants" internal-id="ID_INTERNAL_GRANTS_TIEFLING" source="Player's Handbook">
    <specific name="_SupportsID"> ID_FMP_RACE_8 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_38" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_39" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_647" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_BLUFF_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Infernal Wrath" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_38" source="Player's Handbook" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the infernal wrath power </specific>
    <specific name="Powers"> ID_FMP_POWER_1628 </specific>
    <specific name="Level" />
    <specific name="Type"> Attack </specific>
    <specific name="Class"> ID_FMP_RACE_8 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1628 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1628" type="Power" />
    </rules>
You can use infernal wrath as an encounter power.
   </RulesElement>
  <RulesElement name="Infernal Wrath" type="Power" internal-id="ID_FMP_POWER_1628" source="Player's Handbook,Player's Handbook Races: Tiefling" revision-date="8/27/2010 11:25:56 AM">
    <Category> ID_FMP_RACIAL_TRAIT_38,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> You call upon the hellfire burning in your soul to punish your enemy. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Tiefling Racial Attack </specific>
    <specific name="Keywords"> Fire </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Close burst 10 </specific>
    <specific name="Trigger"> An enemy within 10 squares of you hits you </specific>
    <specific name="Target"> The triggering enemy in burst </specific>
    <specific name="Effect"> The target takes 1d6 + Intelligence modifier or Charisma modifier fire damage.
Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage.
Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage. </specific>
    <specific name="Class"> ID_FMP_RACE_8 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_38 </specific>
  </RulesElement>
  <!-- Vryloka -->
  <RulesElement name="Vryloka" type="Race" internal-id="ID_FMP_RACE_53" source="Heroes of Shadow" revision-date="3/24/2011 1:17:01 PM">
    <Prereqs> ~VRYLOKA </Prereqs>
    <Flavor> Elegant aristocrat whose beauty conceals a secret thirst </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 7 squares </specific>
    <specific name="Characteristics"> Ardent, daring, grudging, jaded, impulsive, passionate </specific>
    <specific name="Physical Qualities"> Vrylokas were originally human, though the bloodbond ritual subtly changes their appearance. Vrylokas have dark gray or blue eyes that turn red when they are angered or excited. Their skin is uniformly pale, ranging from pinkish flesh to chalky white. Most vrylokas have hair in shades of red, from deep scarlet to strawberry blond. However, jet-black hair is found in rare individuals. A vryloka's upper canine teeth might appear slightly more pronounced than the human norm. However, unlike true vampires, vrylokas have no fangs.
	Vrylokas favor clothing and weapons that reflect their ancient origin, from layered robes and tall headdresses to long jackets and trousers, or bodices and skirts. Vryloka garb is often subtly embroidered with bloodred roses and thorns-the symbols of the Red Witch. Vrylokas favor red accentuated with brass and black, and they regard rubies as the most precious of gems.
	Vrylokas' armor is uniformly ornate, with their warriors favoring heavy plate. Their weapons are equally flamboyant, spiked and flourished with rubies and rose motifs.
	The bloodbond ritual causes vrylokas to live to be three hundred years old or more, and they retain their energy and vitality to their dying days. The most powerful vrylokas are said to be immune to the effects of age, though they can be killed like any other mortal creature. </specific>
    <specific name="Playing"> Uncounted centuries ago, in a land of mists and dark forests, the noble families of a now-forgotten kingdom sought a way to increase their life span beyond the meager years allotted to them by their human heritage. One evening, their elders were approached by a mysterious entity known only as the Red Witch-a scarlet-clad figure who held the key to their dreams. She offered to them a powerful blood-bonding ritual that would grant them the vitality of vampires without subjecting them to the taint of undeath. These human nobles became the first living vampires-blessed with great power gained at the price of their own vitality. In later centuries, these creatures became known by the name of the noble family that first forged the pact, the Vrylokas.
	By carefully concealing their true nature, the first vrylokas quickly rose to power, becoming the rulers of their realm. In time, others learned of the dark accord that was the source of their power. An uprising of the vrylokas' human subjects soon followed, and their former kingdom was cast down and lost to the mists of time. However, the living vampires endured.
	Over long generations, these deposed nobles managed to insinuate themselves into the upper classes of other nations, reestablishing their power and prestige. Paying attention to the lessons of their history, vrylokas go to great lengths to keep their true nature secret, living elaborately crafted double lives.
	To the world at large, vrylokas are known as human nobles who were displaced from distant ancestral homelands. But even as they are welcomed into the upper circles of their adopted cultures, the vrylokas maintain their true society in the shadows-a dark court of living vampires constantly plotting for power against each other and the mortal races. </specific>
    <specific name="Vision"> Low-light </specific>
    <specific name="Average Height"> 5'4"-6'2" </specific>
    <specific name="Average Weight"> 110-200 lb. </specific>
    <specific name="Ability Scores"> +2 Charisma, +2 Dexterity or +2 Strength </specific>
    <specific name="Languages"> Common, choice of one other </specific>
    <specific name="Skill Bonuses"> +2 Perception, +2 Stealth </specific>
    <specific name="Male Names"> Aurel, Bogdan, Claudiu, Grigore, Mircea, Stelian. </specific>
    <specific name="Female Names"> Adela, Crina, Elzeny, Iulia, Mirela, Sanda. </specific>
    <specific name="Short Description"> An ancient pact blessed you with the power of vampires, but without their overwhelming hunger. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_3760, ID_FMP_RACIAL_TRAIT_3761, ID_FMP_RACIAL_TRAIT_3762, ID_FMP_RACIAL_TRAIT_3763, ID_FMP_RACIAL_TRAIT_3764, ID_FMP_RACIAL_TRAIT_3765 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_VRYLOKA" type="Grants" />
      <statadd name="Speed" value="+7" />
      <textstring name="Average Height" value="5' 4&quot;-6' 2&quot;" />
      <textstring name="Average Weight" value="110-200 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Language" number="1" Category="Starting" />
      <select type="Race Ability Bonus" number="1" Category="Dexterity|Strength" />
    </rules>
Play a Vryloka if you want ...
</RulesElement>
  <RulesElement name="Vryloka" type="Grants" internal-id="ID_INTERNAL_GRANTS_VRYLOKA" source="Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_RACE_53 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_3760" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3761" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3762" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3763" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3764" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_3765" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_PERCEPTION_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Blood Dependency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3760" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> When bloodied, your healing surge value drops by 2 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <rules>
      <statadd name="Healing Surges" value="-2" condition="when you are bloodied" />
    </rules>
When you are bloodied, your healing surge value drops by 2.
</RulesElement>
  <RulesElement name="Human Heritage" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3761" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> +5 to Bluff checks to pass as a human </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <rules>
      <statadd name="Bluff Misc" value="+5" condition="to pass as a human" />
    </rules>
You gain a +5 racial bonus to Bluff checks made to pass as a human.
</RulesElement>
  <RulesElement name="Living Dead" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3762" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You are both living and undead; you can choose which one you are considered when a power targets you </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_53 </specific>
Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
</RulesElement>
  <RulesElement name="Necrotic Resistance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3763" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> Gain necrotic resistance 5 + 1/2 level </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <rules>
      <statadd name="Necrotic Resistance" value="+5" />
      <statadd name="Necrotic Resistance" value="+HALF-LEVEL" />
      <statadd name="resist:necrotic" value="+Necrotic Resistance" type="resist" />
    </rules>
You have necrotic resistance equal to 5 + one-half your level.
</RulesElement>
  <RulesElement name="Vampiric Heritage" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3764" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You can replace 2nd+-level class utility powers for vryloka utility powers </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_53 </specific>
  
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead, you gain a vryloka utility power of the same level or lower.
</RulesElement>
  <RulesElement name="Lifeblood" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_3765" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
    <specific name="Short Description"> You have the lifeblood power </specific>
    <specific name="Level" />
    <specific name="Powers"> ID_FMP_POWER_14033 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14033 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14033" type="Power" />
    </rules>
You have the lifeblood power.
</RulesElement>
  <RulesElement name="Lifeblood" type="Power" internal-id="ID_FMP_POWER_14033" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:38:09 PM">
    <Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_FMP_RACIAL_TRAIT_3765,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_53,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Prereqs> Vryloka </Prereqs>
    <Flavor> An enemy's ebbing life grants you a surge of vitality. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Vryloka Racial Utility </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You kill or bloody an enemy. </specific>
    <specific name="Effect"> You gain one of the following benefits.
	* You shift up to your speed.
	* You gain temporary hit points equal to 5 + one-half your level.
	* You gain a +2 power bonus to attack rolls until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_3765 </specific>
  </RulesElement>
<RulesElement name="Vryloka" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_VRYLOKA" source="Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_RACE_53 </specific>
You count as a vryloka for meeting prerequisites.
</RulesElement>
  <!-- Optional Vryloka Utility Powers -->
  <RulesElement name="Unnatural Vitality" type="Power" internal-id="ID_FMP_POWER_14021" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_FREE_ACTION,2,ID_FMP_CLASS_817 </Category>
    <Prereqs> Vryloka </Prereqs>
    <Flavor> You draw forth the life force of a fallen foe to gain sustenance and power. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Vryloka Utility 2 </specific>
    <specific name="Keywords"> Shadow </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You kill a nonminion enemy with a melee attack. </specific>
    <specific name="Effect"> You gain a +2 power bonus to death saving throws and to saving throws against ongoing damage. In addition, you don't need to eat, drink, or breathe, making you immune to starvation and suffocation. These effects last until the end of your next extended rest. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The trait that gives your race its greatness is built on the power of life and blood. Like the true vampires you resemble, you can channel the life force of your enemies, stealing their vitality to grant yourself inhuman resilience.
</RulesElement>
  <RulesElement name="Bloodwolf Form" type="Power" internal-id="ID_FMP_POWER_14022" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_817 </Category>
    <Prereqs> Vryloka </Prereqs>
    <Flavor> As you are cloaked in shadow, you take on the form of a wolf with glowing red eyes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Vryloka Utility 6 </specific>
    <specific name="Keywords"> Polymorph, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of a bloodwolf until the end of the encounter. While in this form, you cannot attack, but you have darkvision, you ignore difficult terrain, and you gain a +5 power bonus to Athletics checks, Perception checks, and Stealth checks. As a minor action, you can switch between your normal form and your bloodwolf form. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
The bloodwolf, a rare beast native to the forests of your ancestral homeland, embodies the strength and power that is your birthright. This fell creature possesses magic that you can draw on through your bloodbond, channeling the bloodwolves' mastery of the hunt.
</RulesElement>
  <RulesElement name="Crimson Wings" type="Power" internal-id="ID_FMP_POWER_14023" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_817 </Category>
    <Prereqs> Vryloka </Prereqs>
    <Flavor> Your body fades into a haze of red and black shadow, re-forming as you take to the air. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Vryloka Utility 10 </specific>
    <specific name="Keywords"> Polymorph, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of a Tiny flying creature, such as a bat, an owl, or a hawk. While in this form, you can't attack, but you gain a fly speed equal to your speed and a +2 power bonus to all defenses. You return to your normal form at the end of your next turn, or you can do so beforehand as a minor action. If you are flying when you return to your normal form, you descend to the ground without taking falling damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Vrylokas who master the crimson wings power learn to match the speed and resilience of flying hunters such as the red owl and the bloodhawk. Those who take the form of a bat are wary of that creature's mythical association with true vampires, yet sometimes strive to establish that connection in the minds of the common folk.
</RulesElement>
  <RulesElement name="Vryloka Bloodbond" type="Power" internal-id="ID_FMP_POWER_14024" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,16,ID_FMP_CLASS_817 </Category>
    <Prereqs> Vryloka </Prereqs>
    <Flavor> A shimmering red glow moves from you to a dead ally, who suddenly shudders to life. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Vryloka Utility 16 </specific>
    <specific name="Keywords"> Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Requirement"> You must have at least one healing surge remaining. </specific>
    <specific name="Target"> One ally who died during this encounter as a result of failing three death saving throws. </specific>
    <specific name="Effect"> You lose a healing surge, and the target comes back to life with hit points equal to his or her bloodied value. You are then weakened until the end of your next short rest or extended rest. </specific>
    <specific name="Special"> If the target is human, the target's race can change to vryloka when he or she comes back to life, causing you to be weakened until the end of your next extended rest. Both you and the target must agree to the transformation, which can take place only with the DM's approval. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
The secret ritual taught to your ancestors by the Red Witch is part of you now. When one of your allies dies, you can invoke the ritual yourself to restore his or her life—but at what price?
</RulesElement>
  <RulesElement name="Crimson Death" type="Power" internal-id="ID_FMP_POWER_14025" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_INTERNAL_CLASS_HYBRID,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_FREE_ACTION,22,ID_FMP_CLASS_817 </Category>
    <Prereqs> Vryloka </Prereqs>
    <Flavor> Your enemy's downfall awakens your thirst for blood and grants you a preternatural awareness of nearby foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Vryloka Utility 22 </specific>
    <specific name="Keywords"> Shadow </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You use your lifeblood racial power. </specific>
    <specific name="Effect"> Instead of the lifeblood power's normal effect, you gain the following benefits until the end of the encounter.
	* You gain a +2 power bonus to speed.
	* You gain darkvision.
	* Whenever you hit an enemy with a basic attack, the enemy also takes ongoing 10 damage (save ends).
	* You have combat advantage against enemies taking ongoing damage.
	* You gain 15 temporary hit points if you start your turn adjacent to an enemy taking ongoing damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_53 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
You have focused and honed your vampiric nature in combat, feeding off the life force of your fallen foes. Among your kind, you are known as Crimson Death, capable of entering a murderous ecstasy when an enemy expires.
</RulesElement>
  <!-- Warforged -->
  <RulesElement name="Warforged" type="Race" internal-id="ID_FMP_RACE_28" source="Eberron Player's Guide" revision-date="9/16/2010 1:51:05 PM">
    <Prereqs> ~WARFORGED </Prereqs>
    <Flavor> Built for a war that has ended, searching for purpose </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
    <specific name="Characteristics"> Aggressive, alert, brave, curious, forthright, industrious, loyal, methodical, naÏve, practical, reserved, simple </specific>
    <specific name="Physical Qualities"> Warforged are bulky humanoids covered in plates of metal and stone. A skeleton of these materials supports woody fiber bundles that comprise a warforged's muscular system.  Warforged bodies have an internal network of tubes filled with a bloodlike fluid that nourishes and lubricates their systems. Their powerful arms end in hands that each have two fingers and one thumb, and each of their feet has two broad toes.
Warforged heads have simple humanlike features. They have heavy brows, hinged toothless jaws, and no noses. A warforged's eyes sometimes glow when he or she experiences certain intense emotions. The forehead of each warforged bears a unique rune called a ghulra. These ghulra help give warforged a sense of individuality.
Warforged possess an artificial and relatively sexless shape. They don't reproduce like other humanoids. A warforged can modify its body, adding and removing limbs as necessary. A warforged feels pain only from real injury. These physical modifications allow warforged to vary in appearance as much as any other humanoids. </specific>
    <specific name="Playing"> Warforged have a straightforward emotional range. Although they experience pain, fear, hatred, and anger like other races, they are reserved and pensive, hiding emotions behind expressionless metal faces. Some warforged lack introspection and are dangerously naÏve or emotionally stunted. Many warforged are the opposite, though. They question the purpose  of their existence and consider whether or not they have souls. A few warforged develop sophisticated philosophies about what they perceive and learn. Many warforged fall in with humanoids of similar mindsets, working passionately for an organization or a religion. A warforged typically forms a strong emotional attachment to a small group of comrades.
A warforged often has limited experiences in the world, having spent its existence assigned to one specific duty. Warforged enjoy working, and many create endless lists of goals and chores. They take pride in their jobs, and they dislike idleness and failure more than most races do. A warforged's sensibilities give it a single-minded efficiency with any task, particularly in combat. War and military conditioning color warforged behavior. Warforged intuitively understand duty, conflict, the chain of command, and other elements of war and soldierly life. Because most warforged have bodies that resemble males, they identify themselves as males and prefer to be called "he" rather than "it." Some warforged adopt female names, though. Most warforged have simple names related to their jobs, abilities, or military positions. Warforged often accept the names or the nicknames that their comrades give them, although some search long for particular names that define them. Many simply take names common within another race, especially those of humans. </specific>
    <specific name="Vision"> Normal </specific>
    <specific name="Average Height"> 6'0"-6'6" </specific>
    <specific name="Average Weight"> 270-300 lb. </specific>
    <specific name="Ability Scores"> +2 Constitution, +2 Strength or +2 Intelligence </specific>
    <specific name="Languages"> Common </specific>
    <specific name="Skill Bonuses"> +2 Endurance, +2 Intimidate </specific>
    <specific name="Male Names" />
    <specific name="Female Names" />
    <specific name="Short Description"> Built in creation forges, the enigmatic warforged are magically constructed, but sentient. </specific>
    <specific name="Names"> Azm, Book, Bulwark, Cart, Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Three, Titan, Unsung, Victor, Watcher, Zealot. </specific>
    <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_406, ID_FMP_RACIAL_TRAIT_721, ID_FMP_RACIAL_TRAIT_800, ID_FMP_RACIAL_TRAIT_1815, ID_FMP_RACIAL_TRAIT_1814 </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_WARFORGED" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="6'0&quot;-6'6&quot;" />
      <textstring name="Average Weight" value="270-300 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Strength|Intelligence" />
    </rules>
Created as soldiers for the Last War, warforged are artificial humanoids who are intelligent and selfaware. Without a war to fight, freed of their creators, and with no heritage or culture of  their own, warforged are searching for a place in the world.
Play a Warforged if you want ...
•	to be strong, tough, and built for battle.
•	to be a creature searching for the meaning of your existence.
•	to be a member of a race that favors the fighter, barbarian, warden, and paladin classes.
   </RulesElement>
  <RulesElement name="Warforged" type="Grants" internal-id="ID_INTERNAL_GRANTS_WARFORGED" source="Eberron Player's Guide">
    <specific name="_SupportsID"> ID_FMP_RACE_28 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_NORMAL" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_406" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_721" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_800" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1815" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_1814" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CONSTITUTION" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" type="Racial Trait" />
    </rules>
  </RulesElement>
  <RulesElement name="Warforged Resolve" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_721" source="Eberron Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have the warforged resolve power </specific>
    <specific name="Powers"> ID_FMP_POWER_2485 </specific>
    <specific name="Level" />
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_28 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_2485 </specific>
    <rules>
      <grant name="ID_FMP_POWER_2485" type="Power" />
    </rules>
You have the warforged resolve power.
   </RulesElement>
  <RulesElement name="Warforged Resolve" type="Power" internal-id="ID_FMP_POWER_2485" source="Eberron Player's Guide" revision-date="8/27/2010 11:28:09 AM">
    <Category> ID_FMP_RACIAL_TRAIT_721,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> It's difficult to take you down, even when you're faltering. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Warforged Racial Utility </specific>
    <specific name="Keywords"> Healing </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_RACE_28 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_721 </specific>
  </RulesElement>
  <!-- Racial Backgrounds, Dragon Magazine 391 -->
  <RulesElement name="Driven to Vengeance" type="Background" internal-id="ID_FMP_BACKGROUND_715" source="Dragon Magazine 391" revision-date="10/14/2010 9:25:51 AM">
    <Prereqs> Mul </Prereqs>
    <print-prereqs> Mul </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Winning freedom was a start, but it wasn't the end. What use is it to be free when the tyrants will just scoop up another people and subject them to the same evils? You commit yourself to eternal war against the ones that bred your race, naming drow (mind flayers, sorcerer-kings, derro, or something else) as your paramount foes. Can you show mercy to these people? If so, under what circumstance? To what extent will you go to fight them? </specific>
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Dungeoneering, History </specific>
    <specific name="Associated Languages"> Deep Speech, Draconic, Elven, Giant </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_DUNGEONEERING" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_MUL" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Lost Drifter" type="Background" internal-id="ID_FMP_BACKGROUND_716" source="Dragon Magazine 391" revision-date="10/14/2010 9:25:52 AM">
    <Prereqs> Mul </Prereqs>
    <print-prereqs> Mul </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Since gaining your freedom, you have been adrift, unable to settle down and make yourself a home. How did you escape your captivity? What drives you now? What stops you from settling down? What is a cause for which you could fight? </specific>
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Nature, Perception </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_PERCEPTION" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_MUL" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Merciless Brigand" type="Background" internal-id="ID_FMP_BACKGROUND_717" source="Dragon Magazine 391" revision-date="10/14/2010 9:25:54 AM">
    <Prereqs> Mul </Prereqs>
    <print-prereqs> Mul </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Freedom is sweet, but surviving is sweeter. You fled into the wilds and lived as a bandit for a time. Were you a loner or were you part of an outlaw band? Why did you choose this path instead of honest work? Your new life as an adventurer suggests you broke with this career. What made you change? </specific>
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Intimidate, Stealth </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INTIMIDATE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STEALTH" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_MUL" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Sword-for-Hire" type="Background" internal-id="ID_FMP_BACKGROUND_718" source="Dragon Magazine 391" revision-date="10/14/2010 9:25:56 AM">
    <Prereqs> Mul </Prereqs>
    <print-prereqs> Mul </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Fighting and toiling are the only things you know. Luckily for you, something always needs fixing and someone always needs killing. What sorts of masters have you served so far? Is there anyone for whom you won't work? What kind of mission would it take for you to refuse payment? </specific>
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Athletics, Intimidate </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ATHLETICS" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INTIMIDATE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_MUL" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Racial Paragon Paths, Dragon Magazine 391 -->
  <RulesElement name="Element Unchained" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_775" source="Dragon Magazine 391" revision-date="10/14/2010 9:16:33 AM">
    <Prereqs> Genasi </Prereqs>
    <print-prereqs> Genasi </print-prereqs>
    <Flavor> "Now I'm free to kick your ass." </Flavor>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3181, ID_FMP_CLASS_FEATURE_3182, ID_FMP_CLASS_FEATURE_3183 </specific>
    <specific name="Powers"> ID_FMP_POWER_13476,ID_FMP_POWER_13477,ID_FMP_POWER_13478 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13476,ID_FMP_POWER_13477,ID_FMP_POWER_13478 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3181" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3182" type="Class Feature" Level="11" />
      <grant name="ID_FMP_POWER_13476" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_13478" type="Power" Level="12" />
      <grant name="ID_FMP_CLASS_FEATURE_3183" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_13477" type="Power" Level="20" />
    </rules>
Ameth's closest friend and advisor, Sot-Olmat, pioneered a discipline of rigorous mastery over the elements within a genasi. It is a discipline that one can master through a combination of meditation on a simple mantra and a series of exercises that look harmless but serve to unlock elemental potential within the genasi. The mantra is a repetition in Primordial regarding one's elemental affinity: Fire cannot be chained, or Water cannot be chained. Some manifestations require the mantra be changed: Earth is not chained; earth is the chain. Acid consumes all chains. Sot-Olmat developed this path while a slave, and he continues to expose himself to danger to teach the rudiments of it to other enslaved genasi.
	A genasi who studies this discipline becomes impossible to bind or cage. He or she can escape bonds of all sorts swiftly, becoming a master of escape artistry through the mastery of the elemental nature innate to every genasi.
</RulesElement>
  <RulesElement name="Liberating Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3181" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <specific name="Short Description"> Action point spent (extra action): you &amp; allies in 5 sq. ignore slowed, immobilized, restrained conditions until next turn's end </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Liberating Action:When you spend an action point to take an extra action, you and each ally within 5 squares of you ignores the slowed, immobilized, and restrained conditions until the end of your next turn." />
    </rules>
When you spend an action point to take an extra action, you and each ally within 5 squares of you ignores the slowed, immobilized, and restrained conditions until the end of your next turn.
</RulesElement>
  <RulesElement name="Elements Unleashed" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3182" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <specific name="Short Description"> When using an encounter or daily attack power, deal damage of any type that your manifestations grant you resistance against </specific>
    <specific name="Level"> 11 </specific>
When you use an encounter or daily attack power, you can deal damage of any type that any of your manifestations grant you resistance against instead of the type or types of damage which the attack normally deals.
</RulesElement>
  <RulesElement name="Elemental Eruption" type="Power" internal-id="ID_FMP_POWER_13476" source="Dragon Magazine 391" revision-date="10/14/2010 9:22:33 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_775,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Element Unchained </Prereqs>
    <Flavor> You disappear into a burst of energy and reform elsewhere. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Element Unchained Attack 11 </specific>
    <specific name="Keywords"> Acid, Cold, Fire, Lightning, Poison, Psychic, Teleportation </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Target"> Each creature in burst </specific>
    <specific name="Attack"> Primary ability + 6 vs. Reflex
Level 21: Primary ability + 9 vs. Reflex </specific>
    <specific name="Hit"> 2d8 + primary ability modifier acid, cold, fire, lightning, poison, and psychic damage. </specific>
    <specific name="Effect"> You teleport to any square in the burst or any square adjacent to the burst. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_775 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Unchained Assault" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3183" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 16 </Category>
    <specific name="Short Description"> Your attack hits while you're slowed, immobilized, or restrained: end any of those conditions currently affecting you </specific>
    <specific name="Level"> 16 </specific>
When you hit with an attack while you are slowed, immobilized, or restrained, you end slowing, immobilizing, or restraining effects currently affecting you.
</RulesElement>
  <RulesElement name="Elemental Transposition" type="Power" internal-id="ID_FMP_POWER_13478" source="Dragon Magazine 391" revision-date="10/14/2010 9:22:36 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_775,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 </Category>
    <Prereqs> Element Unchained </Prereqs>
    <Flavor> You dissipate into your constituent elements, reforming once danger is past. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Element Unchained Utility 12 </specific>
    <specific name="Keywords"> Zone </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Effect"> The burst creates a lightly obscured zone that lasts until the end of your next turn. You are removed from play until the start of your next turn, when you return to a square within the zone. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_775 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Duplicate Escape" type="Power" internal-id="ID_FMP_POWER_13477" source="Dragon Magazine 391" revision-date="10/14/2010 9:22:34 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_775,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 </Category>
    <Prereqs> Element Unchained </Prereqs>
    <Flavor> The elements that compose you are everywhere, and you manipulate them into simulacra of you to confound your enemies. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Element Unchained Attack 20 </specific>
    <specific name="Keywords"> Conjuration, Teleportation </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Effect"> You conjure a duplicate of you in up to 4 squares in the burst. Each duplicate makes a single-target at-will ranged or melee attack against a different creature using your basic attack. A duplicate lasts until the end of your next turn, is indistinguishable from you, and can be attacked. A duplicate that takes damage is destroyed. </specific>
    <specific name="Sustain Minor"> You and any one duplicate can teleport, swapping places, then each duplicate moves your speed. In addition, the duplicates persist until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_775 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <!-- Winning Races: Halflings - Backgrounds (3), Dragon 392 -->
  <RulesElement name="Halfling - Desperate Loner" type="Background" internal-id="ID_FMP_BACKGROUND_719" source="Dragon Magazine 392" revision-date="10/5/2010 1:35:22 PM">
    <Prereqs> Halfling </Prereqs>
    <print-prereqs> Halfling </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Your wide, easy smile hides a deep-seated insecurity and fear of abandonment. Whatever the limits of your heroism, you find it nearly impossible to trust those closest to you. You are torn between a desperate need to belong and a certainty that, ultimately, everyone will abandon you when you need them. Torn between these extremes, you are gregarious and friendly—annoyingly so—but you also have a dark, pessimistic undercurrent that many fail to perceive. </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Bluff, Insight </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_BLUFF" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INSIGHT" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Halfling - Refugee" type="Background" internal-id="ID_FMP_BACKGROUND_720" source="Dragon Magazine 392" revision-date="10/5/2010 1:35:22 PM">
    <Prereqs> Halfling </Prereqs>
    <print-prereqs> Halfling </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Maybe an orc horde rampaged through your valley or a militant dragonborn army marched on the nearby kingdom of tieflings—the ambitions and conflicts of the larger nations around you displaced you (and possibly your entire family) from your homeland, driving you out from everything you knew. Were you forced to take up a seminomadic existence, moving from town to town and looking for a new place to finally call home? Did you end up in a ghetto or refugee camp in another nation? How did you survive those willing to prey upon the weak and helpless who have nowhere else to go? </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Endurance, Stealth </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ENDURANCE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STEALTH" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Halfling - Slave" type="Background" internal-id="ID_FMP_BACKGROUND_721" source="Dragon Magazine 392" revision-date="10/5/2010 1:35:22 PM">
    <Prereqs> Halfling </Prereqs>
    <print-prereqs> Halfling </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> You were kept as a slave or indentured servant and forced to do menial labor for those more privileged. You escaped or, through some whimsical turn of fate, were freed, but your experience has left a telling mark on you. You find it difficult to trust and you still harbor a simmering resentment to your oppressors. Does your hatred extend to their entire race—or to all humanoids larger than you? </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Athletics, Endurance </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ENDURANCE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ATHLETICS" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Winning Races: Elves - Tanathriel Background, Dragon 392-->
  <RulesElement name="A Background at Tanathriel" type="Background" internal-id="ID_FMP_BACKGROUND_TANATHRIEL_01" source="Dragon Magazine 392" revision-date="10/5/2010 1:35:22 PM">
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> If you're playing a mage who specializes in enchantment or illusions, you might have gained your skills in Tanathriel. Even if you're not an elf or eladrin, you might be one of the rare exceptions the elves sometimes make for those trustworthy folk with true talent. You might also be a member of another class that uses arcane magic who began studies at Tanathriel but chose a different path than wizardry.
    As an elf or eladrin of virtually any class, you might have served as a guardian of Tanathriel. You could have been stationed outside the border of the vale in which it resides, always on the lookout for creatures that somehow pass through the illusion of the lake and enter the magical valley uninvited. Alternatively, perhaps you're not an elf or eladrin but hail from an indebted caste of guardians of another race assigned to guard Tanathriel's borders from outside. You might never have seen more of the Castle of Dreams than the lake that disguises it despite years of service.
    If you have been inside Tanathriel before, whom do you know best among its cast of characters? What friends or rivals might you have among its students and faculty? Were you trained by one of the characters mentioned above, or did you study under another master (whom you can make up)?
    If you have a background at Tanathriel, the associated skills are Arcana and Nature. </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Arcana, Nature </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ARCANA" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Deva Racial Paragon Paths and Background, Dragon 392 -->
  <RulesElement name="Dark Star" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_801" source="Dragon Magazine 393" revision-date="8/27/2010 12:41:40 PM">
    <Prereqs> Deva </Prereqs>
    <print-prereqs> Deva </print-prereqs>
    <specific name="Power Name"> Powers </specific>
    <specific name="Class Features"> ID_MSR_CLASS_FEATURE_1153, ID_MSR_CLASS_FEATURE_1154, ID_MSR_CLASS_FEATURE_1155 </specific>
    <specific name="Powers"> ID_FMP_POWER_13736,ID_FMP_POWER_13737,ID_FMP_POWER_13738 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13736,ID_FMP_POWER_13737,ID_FMP_POWER_13738 </specific>
    <rules>
      <grant name="ID_MSR_CLASS_FEATURE_1153" type="Class Feature" Level="11" />
      <grant name="ID_MSR_CLASS_FEATURE_1154" type="Class Feature" Level="11" />
      <grant name="ID_FMP_POWER_13736" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_13737" type="Power" Level="12" />
      <grant name="ID_MSR_CLASS_FEATURE_1155" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_13738" type="Power" Level="20" />
    </rules>
At 11th level, your redeemed deva takes on the dark star paragon path. Freeing oneself from corruption is no guarantee against returning to evil, and no one knows this better than does the fallen deva. Reclaiming your deva form does nothing to dispel those memories and experiences from your time as rakshasa. The wicked memories lurk in your thoughts, urging you to indulge in deviant acts, to embrace vice and wickedness, and to succumb to evil's temptation once more.
    Your dark memories haunt you. Try as you might, you cannot silence the voices nor can you suppress the experiences you found in your fallen state. As you were once able, you can still call upon the memories you carry to aid you, but in addition to the other deva lifetimes, you also can draw upon your time as rakshasa as well. Drawing from these recollections places you at risk of falling once more, but provided you remain fixed toward your path, perhaps one day you will overcome the shame you must shoulder.
    Devas know their redeemed brethren as dark stars, so named for their new ascendancy toward virtue and also for the evil shadowing their souls. Devas are, of course, rare in the world and so dark stars are even rarer-so scarce most might believe them representative of the entire race. As a dark star, you must ever contend with your unpleasant memories while working to earn the redemption you have received.
   </RulesElement>
  <RulesElement name=" Horrifying Action" type="Class Feature" internal-id="ID_MSR_CLASS_FEATURE_1153" source="Dragon Magazine 393" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> When you spend an action point to take an action, you can use memory of a thousand lifetimes once that turn without expending its use or even if you have used it already during this encounter. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value=" Horrifying Action:When you spend an action point to take an action, you can use memory of a thousand lifetimes once that turn without expending its use or even if you have used it already during this encounter. Enemies adjacent to you when you spend the action point cannot make opportunity attacks against you until the start of your next turn." />
    </rules>
When you spend an action point to take an action, you can use memory of a thousand lifetimes once that turn without expending its use or even if you have used it already during this encounter. Enemies adjacent to you when you spend the action point cannot make opportunity attacks against you until the start of your next turn.
   </RulesElement>
  <RulesElement name="Maddening Delusion" type="Class Feature" internal-id="ID_MSR_CLASS_FEATURE_1154" source="Dragon Magazine 393" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> -2 penalty to enemy attack rolls when memory of a thousand lifetimes hits a target. </specific>
    <specific name="Level"> 11 </specific>
When you use memory of a thousand lifetimes to add to an attack and that attack hits, the target takes a -2 penalty to its attack rolls and grants combat advantage until the end of your next turn.
   </RulesElement>
  <RulesElement name="Vile Rebirth" type="Class Feature" internal-id="ID_MSR_CLASS_FEATURE_1155" source="Dragon Magazine 393" revision-date="10/5/2010 1:47:04 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> Add +10 to a death saving throw once per day after you roll it. Until the end of the encounter, you lose resistance to radiant damage. </specific>
    <specific name="Level"> 16 </specific>
Once per day, when you make a death saving throw, you can add +10 to the saving throw after you roll it. Then, until the end of the encounter, you lose resistance to radiant damage.
   </RulesElement>
  <RulesElement name="Excruciating Transposition" type="Power" internal-id="ID_FMP_POWER_13736" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:43 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_801,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,11 </Category>
    <Prereqs> Dark Star </Prereqs>
    <Flavor> You punish a foe's ambition by twisting fate so it becomes the target of its own attack. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dark Star Attack 11 </specific>
    <specific name="Keywords"> Psychic, Teleportation </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Trigger"> An enemy hits you with an attack. </specific>
    <specific name="Target"> The triggering enemy </specific>
    <specific name="Attack"> Primary ability + 4 vs. Will
    Level 21: Primary ability + 6 vs. Will</specific>
    <specific name="Hit"> You and the target teleport to swap positions. The target's triggering attack deals half damage to you, and the target takes psychic damage equal to half the attack's damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_801 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Tangled Fate" type="Power" internal-id="ID_FMP_POWER_13737" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:43 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_801,ID_INTERNAL_CATEGORY_NO_ACTION,12 </Category>
    <Prereqs> Dark Star </Prereqs>
    <Flavor> You twist fate's strings to compel it to serve your interests. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dark Star Utility 12 </specific>
    <specific name="Keywords"> Conjuration </specific>
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Requirement"> Your memory of a thousand lifetimes power must be unexpended. </specific>
    <specific name="Trigger"> You use your memory of a thousand lifetimes power. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> Roll a d6. The next time the target makes an attack roll, ability check, skill check, or saving throw, you can add or subtract the number to or from the result as a free action. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_801 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Soul Scourge" type="Power" internal-id="ID_FMP_POWER_13738" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:44 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_801,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Prereqs> Dark Star </Prereqs>
    <Flavor> You burn the flesh with painful light and scorch the soul with killing darkness. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dark Star Attack 20 </specific>
    <specific name="Keywords"> Necrotic, Radiant </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Primary ability + 6 vs. Will </specific>
    <specific name="Hit"> 1d8 + primary ability modifier radiant damage, and ongoing 10 necrotic damage (save ends). </specific>
    <specific name="Miss"> Half damage, and ongoing 5 necrotic damage (save ends). </specific>
    <specific name="Effect"> Until the end of the encounter, your attacks deal 4 extra necrotic and radiant damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_801 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Heavenly Deceiver" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_800" source="Dragon Magazine 393" revision-date="8/27/2010 12:41:40 PM">
    <Prereqs> Deva </Prereqs>
    <print-prereqs> Deva </print-prereqs>
    <Flavor> It looks as if you spent a lifetime learning that technique. I humbly counter with a technique that took a dozen lifetimes to master. </Flavor>
    <specific name="Power Name"> Powers </specific>
    <specific name="Class Features"> ID_MSR_CLASS_FEATURE_1156, ID_MSR_CLASS_FEATURE_1157, ID_MSR_CLASS_FEATURE_1158 </specific>
    <specific name="Powers"> ID_FMP_POWER_13730,ID_FMP_POWER_13733,ID_FMP_POWER_13734 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13730,ID_FMP_POWER_13733,ID_FMP_POWER_13734 </specific>
    <rules>
      <grant name="ID_MSR_CLASS_FEATURE_1156" type="Class Feature" Level="11" />
      <grant name="ID_MSR_CLASS_FEATURE_1157" type="Class Feature" Level="11" />
      <grant name="ID_MSR_CLASS_FEATURE_1158" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_13730" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_13733" type="Power" Level="12" />
      <grant name="ID_FMP_POWER_13734" type="Power" Level="20" />
    </rules>
At 11th level, your veilwalker deva takes on the heavenly deceiver paragon path. You walk just this side of a boundary thinner than the finest veil and develop an affinity for the deceptive magic of the rakshasa even as the memories of past incarnations become distant. You choose your path to take advantage of this power and wield it against evil; or perhaps you are on a path dictated by your carelessness because the intentionally evil would already be beyond redemption. You bear patterns on your skin distinct from those on most devas. The colors are always darker and include more red than their incorruptible brethren. The patterns made by the colorations are sharper, more sudden, and more violent than the simple elegance of other devas.
    The longer you remain a veilwalker, the greater a command over illusion and deceit that balancing act grants you. Manipulation of others becomes an art and a second nature to you.
   </RulesElement>
  <RulesElement name="Deceitful Action" type="Class Feature" internal-id="ID_MSR_CLASS_FEATURE_1156" source="Dragon Magazine 393" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> When you spend an action point to take an extra action, you become invisible until the end of your next turn or until you make an attack. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Deceitful Action:When you spend an action point to take an extra action, you become invisible until the end of your next turn or until you make an attack." />
    </rules>
When you spend an action point to take an extra action, you become invisible until the end of your next turn or until you make an attack.
   </RulesElement>
  <RulesElement name="Snake-Tongued Mastery" type="Class Feature" internal-id="ID_MSR_CLASS_FEATURE_1157" source="Dragon Magazine 393" revision-date="10/5/2010 1:47:04 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> +2 to Bluff, and the deceitful image power. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" />
      <grant name="ID_FMP_POWER_13732" type="Power" />
    </rules>
You gain a +2 bonus to Bluff checks, and you gain the deceitful image power.
   </RulesElement>
  <RulesElement name="Deceitful Terrain" type="Class Feature" internal-id="ID_MSR_CLASS_FEATURE_1158" source="Dragon Magazine 393" revision-date="10/5/2010 1:47:04 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> Use a free action to slide an adjacent enemy to another non-hindering square adjacent to you. </specific>
    <specific name="Level"> 16 </specific>
When you start your turn, you can use a free action to slide an adjacent enemy to another non-hindering square adjacent to you.
   </RulesElement>
  <RulesElement name="Deceitful Image" type="Power" internal-id="ID_FMP_POWER_13732" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:43 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_800,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Heavenly Deceiver </Prereqs>
    <Flavor> The image looks real, smells real, sounds real, and feels real to a light touch. But it's not real. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Heavenly Deceiver Feature </specific>
    <specific name="Keywords"> Illusion </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 10 </specific>
    <specific name="Effect"> You create an illusion of any size within the burst that lasts until the end of the encounter, for 5 minutes, or until you use this power again. It appears real to all senses. If the subject of the illusion would normally emit sounds, the illusion can do so as well, but on a limited basis (subject to the DM's judgment) it's not possible, for instance, for the illusion to engage in an extended conversation.
    You can give the illusion simple instructions such as moving in a set pattern, appearing to chew on local plants, and similar actions. You can also match actions to a specific trigger. An illusion might move when a creature moves next to it or cower and scream when it is attacked, for example. The illusion cannot travel outside the area of the burst.
    You make a Bluff check when the deceitful image is created. Creatures that view or interact with the illusion are entitled to Insight checks opposed by that Bluff check to detect that they are viewing an illusion. A creature is allowed a check the first time it sees the illusion and each time it interacts with it. A creature that touches an illusion automatically determines that the image is fake. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_800 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Illusion-Sheathed Strike" type="Power" internal-id="ID_FMP_POWER_13730" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:43 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_800,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_FREE_ACTION,11 </Category>
    <Prereqs> Heavenly Deceiver </Prereqs>
    <Flavor> Your foes hold you in such fear that it forces them to their knees. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Heavenly Deceiver Attack 11 </specific>
    <specific name="Keywords"> Illusion, Psychic </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Trigger"> You hit a target with an at-will attack. </specific>
    <specific name="Target"> That target of the at-will attack </specific>
    <specific name="Effect"> The target takes 1d10 extra psychic damage, and you slide the target up to 3 squares.</specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_800 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Duplicate Image" type="Power" internal-id="ID_FMP_POWER_13733" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:43 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_800,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Prereqs> Heavenly Deceiver </Prereqs>
    <Flavor> Suddenly, there are two of you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Heavenly Deceiver Utility 12 </specific>
    <specific name="Keywords"> Illusion </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Effect"> Until the end of the encounter, you gain a +5 power bonus to all defenses against opportunity attacks and a +2 power bonus to all defenses against other attacks. When an enemy hits you with an attack, you can use a free action and end this effect to cause the enemy to reroll the attack with a -5 penalty. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_800 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Illusion of Solitude" type="Power" internal-id="ID_FMP_POWER_13734" source="Dragon Magazine 393" revision-date="8/27/2010 11:39:44 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_800,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Prereqs> Heavenly Deceiver </Prereqs>
    <Flavor> Your enemies see only what you want them to see. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Heavenly Deceiver Attack 20 </specific>
    <specific name="Keywords"> Illusion, Psychic </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Trigger"> You make an at-will attack. </specific>
    <specific name="Target"> Up to three targets of the at-will attack </specific>
    <specific name="Effect"> If you hit the target with the triggering attack, the target takes 3d8 extra psychic damage. It is also dazed and does not have line of sight to its allies (save ends both). If you miss with the triggering attack, the target takes half damage and cannot see you (save ends). </specific>
    <specific name="Aftereffect"> The target cannot see you (save ends). </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_800 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Stormchaser" type="Background" internal-id="ID_FMP_BACKGROUND_735" source="Dragon Magazine 393" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Wilden </Prereqs>
    <print-prereqs> Wilden </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> All wilden share a spiritual connection to the elemental fury of nature in their aspect of the destroyer. However, your connection to elemental power is stronger than that, letting you shape that power and unleash it as you hunt.
    How does your status as a stormchaser affect your relationship with your kin? Are storm-homes common in your native land, making you only one of countless wilden imbued with such power? Or is the power of the storm a rare and legendary thing among your community? Does your power set you on the path to greatness and mark you as one possessed of the full fury of nature? Or do your people view your elemental power as a weakness which dilutes the purity of your Feywild essence? </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Arcana, Endurance </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ARCANA" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ENDURANCE" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Deva Backgrounds, Dragon 393 -->
  <RulesElement name="Fallen Star" type="Background" internal-id="ID_FMP_BACKGROUND_744" source="Dragon Magazine 393" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Deva </Prereqs>
    <print-prereqs> Deva </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> A deva's transformation into a creature of evil is a terrifying experience. Rather than hold the darkness at bay, the deva throws wide his or her arms to embrace it. The soul darkens, twisting and writhing, the countless lifetimes screaming and wailing in sorrow, nudging the deva closer to madness. When the deva is finally slain, it rises at once as a horrific undead monster until it is finally put down with purifying light. The poisoned soul is not done with this world, however, and it returns again and again as a rakshasa, each time recalling all the foulness it committed and the temptation to commit those acts again. How did you escape the cycle of reincarnation as rakshasa?
    Personal Quests: Acquire a specially blessed weapon with which to hunt and slay rakshasas; advise a ruler on how to protect his realm from the influence of rakshasas and devils; locate a spot where slain rakshasas reincarnate and purify it against their use. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Bluff, Insight </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_BLUFF" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INSIGHT" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Purified Soul" type="Background" internal-id="ID_FMP_BACKGROUND_745" source="Dragon Magazine 393" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Deva </Prereqs>
    <print-prereqs> Deva </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> You fell from grace and lived many lifetimes as a rakshasa. For some reason, a god intervened and lifted you from the darkness to give you another chance in the light. Your wickedness burned away, leaving you pure and whole once more. Who was the god? Why were you chosen? Did you go willingly?
    Personal Quests: Raise a shrine or temple to your benefactor deity; find another deva who is tortured as you once were and guide him or her back to the light; remove a tyrant from power. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Insight, Religion </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INSIGHT" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_RELIGION" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Sorrowful Existence" type="Background" internal-id="ID_FMP_BACKGROUND_746" source="Dragon Magazine 393" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Deva </Prereqs>
    <print-prereqs> Deva </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> You escaped the eternity as a rakshasa but at a terrible price. You recall with perfect clarity every wicked deed you performed, every cruelty done by your clawed hands. You can't escape the memories and the other lifetimes are nearly silent now, just faint wisps that surface only to level accusations and recriminations. How do you cope with the guilt? Are you at risk of falling again?
    Personal Quests: Enter a rakshasa stronghold and rescue slaves; aid another deva in gaining forgiveness for past atrocities; locate a rakshasa you once associated with and either lead it to redemption or kill it forever. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> History, Intimidate </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INTIMIDATE" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Racial Paragon Paths, Dragon 394 -->
  <RulesElement name="Azure Guard" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_808" source="Dragon Magazine 394" revision-date="x/x/x">
    <Prereqs> Eladrin or elf, must worship Corellon </Prereqs>
    <print-prereqs> Eladrin or elf, must worship Corellon </print-prereqs>
    <Flavor> Corellon warns us that the Banished Darkness will one day return. When this day comes, the enemy will find us ready, and we will throw them back into the abyss from which they came. </Flavor>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3517, ID_FMP_CLASS_FEATURE_3518, ID_FMP_CLASS_FEATURE_3519 </specific>
    <specific name="Powers"> ID_FMP_POWER_13765,ID_FMP_POWER_13768,ID_FMP_POWER_13766 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13765,ID_FMP_POWER_13768,ID_FMP_POWER_13766 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3517" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3518" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3519" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_13765" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_13768" type="Power" Level="12" />
      <grant name="ID_FMP_POWER_13766" type="Power" Level="20" />
    </rules>
Lolth's return and a resumption of the disastrous war that nearly shattered the elven peoples cast a terrible shadow across Corellon's priesthood. Anticipating this event, the elders formed the Azure Guard who would one day serve as the principle leaders in repelling Lolth's demonic forces. The warriors combine prayers to Corellon with secret arcane spells to achieve the edge they need to overcome their enemies. Azure Guard members do not advertise their special status lest they invite assassins to strike at them. One cannot join the Azure Guard without invitation, and even those called to serve in its esteemed ranks may find themselves unequal to the demands the training makes.
</RulesElement>
  <RulesElement name="Enemy of the Darkness" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3517" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> +2 bonus to initiative checks, Perception checks, and to saving throws against poison. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <statadd name="Initiative Misc" value="+2" />
      <statadd name="Perception Misc" value="+2" />
    </rules>
You gain a +2 bonus to initiative checks, Perception checks, and to saving throws against poison. 
</RulesElement>
  <RulesElement name="Excellence in Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3518" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Whenever you spend an action point to make an attack, you can reroll one attack roll of that attack that misses. You must use the second result. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Excellence in Action:Whenever you spend an action point to make an attack, you can reroll one attack roll of that attack that misses. You must use the second result." />
    </rules>
Whenever you spend an action point to make an attack, you can reroll one attack roll of that attack that misses. You must use the second result.
</RulesElement>
  <RulesElement name="Shielded Teleport" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3519" source="Dragon Magazine 394" revision-date="6/2/2011 1:18:35 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> Whenever you teleport, you gain a +2 bonus to AC and Reflex until the start of your next turn. </specific>
    <specific name="Level"> 16 </specific>
 Whenever you teleport, you gain a +2 bonus to AC and Reflex until the start of your next turn.
</RulesElement>
  <RulesElement name="Banished Darkness" type="Power" internal-id="ID_FMP_POWER_13765" source="Dragon Magazine 394" revision-date="x/x/x">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_808,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Prereqs> Azure Guard </Prereqs>
    <Flavor> The lightest touch hurls your enemy from you to be blinded and bound by Corellon's wrath. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Azure Guard 11 </specific>
    <specific name="Keywords"> Arcane, Divine, Teleportation </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> One Creature </specific>
    <specific name="Attack"> Your highest ability modifier + 6 vs. Reflex </specific>
    <specific name="  Level 21"> Your highest ability modifier + 9 vs. Reflex </specific>
    <specific name="Hit"> You teleport the target up to 5 squares. The target is blinded and immobilized until the end of your next turn. </specific>
    <specific name="Special"> If the target is a demon, drow, or spider, the target also gains vulnerability to all damage equal to your highest ability modifier until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_808 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Fury of Arvandor" type="Power" internal-id="ID_FMP_POWER_13768" source="Dragon Magazine 394" revision-date="x/x/x">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_808,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_FREE_ACTION,12 </Category>
    <Prereqs> Azure Guard </Prereqs>
    <Flavor> You dash through your enemies like a blur, ready to herd them elsewhere. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Azure Guard Utility 12 </specific>
    <specific name="Keywords"> Arcane, Divine, Teleportation </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Trigger"> You hit an enemy with an attack. </specific>
    <specific name="Effect"> You teleport to an unoccupied square adjacent to the triggering enemy. The enemy then grants combat advantage to you until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_808 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
  <RulesElement name="Corellon's Azure Blessing" type="Power" internal-id="ID_FMP_POWER_13766" source="Dragon Magazine 394" revision-date="x/x/x">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_808,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_40,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Prereqs> Azure Guard </Prereqs>
    <Flavor> A blue luminescence surrounds and infuses you, revealing that you have won Corellon's favor. You can now call down the stars to smite your foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_13767 </specific>
    <specific name="Display"> Azure Guard Attack 20 </specific>
    <specific name="Keywords"> Arcane, Aura, Divine, Radiant </specific>
    <specific name="Action Type"> Minor Action   </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Efect"> You activate an aura 5 that lasts until the end of the encounter or until you dismiss it as a free action. Squares in the aura are brightly lit, and any enemy that ends its turn in the aura takes 10 radiant damage. Demons, drow, and spiders in the aura grant combat advantage. While the aura is active, you can use the secondary power at will. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_808 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_13767 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13767 </specific>
    <rules>
      <grant name="ID_FMP_POWER_13767" type="Power" />
    </rules>
  </RulesElement>
  <RulesElement name="Corellon's Azure Blessing (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_13767" source="Dragon Magazine 394" revision-date="8/27/2010 12:07:57 PM">
    <Category> ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_PARAGON_PATH_808,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_40,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <Flavor> A blue luminescence surrounds and infuses you, revealing that you have won Corellon's favor. You can now call down the stars to smite your foes. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Keywords"> Arcane, Divine, Radiant, Teleportation </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 5  </specific>
    <specific name="Target"> One enemy in the burst </specific>
    <specific name="Effect"> 10 radiant damage, and you knock the target prone. You then teleport to an unoccupied square adjacent to the target. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_13766 </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_808 </specific>
  </RulesElement>
  <!-- Racial Backgrounds, Dragon 394 -->
  <RulesElement name="Shifter - Baldur's Gate" type="Background" internal-id="ID_FMP_BACKGROUND_747" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Baldur's Gate bustles with lively trade, and its people go about their daily lives with the self-satisfied expressions of contented citizens. But a threat lurks in the shadows of a nearby forest. Once, beasts and blood ran in the Baldur's Gate streets, and the city came within a whisker of being ruled by the mooncursed. Grand Duke Valarken recently attempted a coup, backed by the werewolves of the Band of the Red Moon, but his defeat sent them all back to the Werewoods, the forest you called home. You don't know the Duke's fate, but you do know the Band of the Red Moon has grand designs on the region. 
  You come from Vehlarr, an ancient territory that has become legend. Established centuries ago by its elf werewolf ruler, this city of lycanthropes, elves, and shifters floats in time and space, an effect created by Selune long before the Spellplague. Now it appears only under the full moon, existing both in the Werewood and the Feywild, forming an unstable bridge between planes. Though centuries have passed since its unmooring in the world, Vehlarr has felt only 75 years of that time. 
  You grew up in Vehlarr, feeling the erratic influence of both worlds. When you learned of the Band of the Red Moon's expansion plans, you felt you had to help. You disregarded the warnings of your leaders and left, but you waited too long. By the time you reached Baldur's Gate, the Band of the Red Moon had come and gone. Now you can't return home for fear of the welcome you'll get from the werewolves. And their anger at your betrayal will remain fresh for a very long time. </specific>
    <specific name="Benefit"> Add History to your class skill list. You gain a +2 bonus to History checks. Add Elven to your list of known languages.  When not shifting, you resemble an elf, not a human. Your face lacks hair, and your skin tone is within the elven range. If you are not shifting, this resemblance allows you to pass as elven with a successful Bluff check against a creature's passive Insight. If someone makes an active Insight check against you, your Bluff check to disguise your shifter nature suffers a -5 penalty. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> History </specific>
    <specific name="Associated Languages"> Elven </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ELVEN" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - The Dalelands" type="Background" internal-id="ID_FMP_BACKGROUND_748" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> A shepherd looks to the rising moon and begins to urge his flock home, despite the hours of summer sun that remain in the day. A farmwife scans the pale dirt road as it winds into the forbidding wood, waiting for someone who will never return. A man stops dead in his tracks, then heads home at a run after seeing bits of blood and fur on a neighbor's doorframe. Such is life in the Dalelands, particularly in Daggerdale.
  Surrounded by hilly forests and rocky, mazelike canyons, the citizens of isolated Daggerdale live in fear of werecreatures striking their villages in the night. The dale has never been a place friendly to outsiders, and shifters are viewed with particular suspicion. Strangers could be lycanthropes in disguise, and the folk of Daggerdale have little doubt that shifters run with the monsters that infest the craggy heights of the Dagger Hills.
  You are a shifter related to the lycanthropes that plague the dale. Perhaps you grew to hate the leaders of your kind after witnessing too much wanton slaughter. Maybe you were exiled, lacking your tribe's hunger and rage. Or perhaps you fled the area after seeing one of your kind captured and killed by the people of Daggerdale. </specific>
    <specific name="Benefit"> While shifting, you gain a +2 bonus to Intimidate checks. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> Stealth, Nature </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STEALTH" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
      <statadd name="Intimidate Misc" value="+2" condition="while you are shifting" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Dambrath" type="Background" internal-id="ID_FMP_BACKGROUND_749" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> If the shifter race has a homeland in the Realms, it might be the dry plains of Dambrath in the Scarred South. Before the Spellplague, Dambrath was a land of barbaric humans enslaved by the Crinti, a half-drow elite. During the Spellplague, the humans turned to emergent primal powers and lycanthropes that resembled their old tribal totems to drive out the Crinti. Today, shifters are common among Dambrath's nomadic tribes, sharing tents and horselines with their human cohorts. Shifters are thought to be blessed by Malar, bestial exarch of the Dambrathan's patron deity, Silvanus.
  You come from one of Dambrath's famous nomadic tribes. They say Dambrathans are born ahorse, and your skills with a mount lend proof to the adage. What is your tribe's totem? Were any natural lycanthropes in your tribe? How peaceful or brutal were your people, and why have you ranged so far from them? </specific>
    <specific name="Benefit"> While you are riding a creature, you can reroll any Acrobatics, Athletics, Endurance, or Stealth check using the creature's skill check bonus rather than your own. You must use the second result. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills" />
    <specific name="Associated Languages" />
  </RulesElement>
  <RulesElement name="Shifter - Durpar" type="Background" internal-id="ID_FMP_BACKGROUND_750" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> The near-forgotten land of Durpar cowers in the shadow of the Beastlands, harboring horrors within its borders. Goblin patrols roam the streets of its only city, Vaelan, where monstrous emissaries of the Beast Lords come to play at diplomacy. Meanwhile, the grassy hills and tumbled ruins of Old Vaelan hide a deadly secret: A creature dwells in the ruined dungeons, served by lycanthropes and other deadly creatures. This being, known only as the Whispering One, has demanded sacrifices from Durpar's chakas. Some of those the merchant cabals sacrificed were humans, and the Whispering One saw fit to gift some of them to his servants.
  You were born of a union between a servant of the Whispering One and its human chattel. Your parents kept you hidden for as long as they could, shielding you from the dark secrets of the catacombs, but they couldn't hide you forever. Finally, they sent you as far away as they could. How young were you when you left? Perhaps your parents were kind to you, but how "good" were they?  </specific>
    <specific name="Benefit"> You can reroll any Dungeoneering check, but you must use the second result. Add Goblin to your list of known languages. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills" />
    <specific name="Associated Languages"> Goblin </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_GOBLIN" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - The Great Dale" type="Background" internal-id="ID_FMP_BACKGROUND_751" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> At the full moon, wolves gather outside the village of Bezentil in the Great Dale and howl at the night sky. Soon, travelers through the Dale are plagued by wolves. How can the people "protected" by the druids of the Circle of Leth not suspect what they pay for the privilege? Do they truly not realize the druids themselves paw the earth outside Bezentil?
  You were born into a semi-nomadic tribe of shifters that roams the Forest of Lethyr. Your tribe is old, and its origin is shrouded by the mysteries of the Circle's cult. Your people keep to themselves and avoid the elves of the forest. Folk outside the Great Dale don't even know your tribe exists. Why did you leave your homeland? Were you exiled for looking too closely into the activities of the druids? Did you f lee after becoming entangled with the forest elves? Did the druids of the Circle of Leth send you on a mission?  </specific>
    <specific name="Benefit"> You can reroll any Nature check, but you must use the second result. Add Elven to your list of known languages. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills" />
    <specific name="Associated Languages"> Elven </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ELVEN" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Luruar" type="Background" internal-id="ID_FMP_BACKGROUND_752" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Lurar, or the Silver Marches, is a safe and friendly place to visit. Its well-maintained cities welcome all who seek respite or a new start in the world, if they hold justice in their hearts. But you know that reputation to be a lie. You are one of the "skin-changers" known to haunt the eastern portions of the Glimmerwood. You are of the People of the Black Blood.
  This loose collection of shifter tribes and lycanthropes has stalked the area formerly known as the Moonwood since long before the Spellplague.  Malar was their patron god, and they remain devoted to him as the exarch of Silvanus. Many of the smaller tribes, particularly those populated by wereboars and werewolves, still take captives and make sacrifices to Malar in bloody rites. Others have come to take a broader view, and while Beastlord worship forms the basis of their lives, there are times when their existence is not devoted to savagery. Growing up, you came to take pleasure in these moments, and eventually sought out the famed hospitality of Luruar in the hopes of learning more about another way of life. Your attempt did not go smoothly, and you found yourself rejected both by the People of the Black Blood and by the citizens of the city. Clearly, you had to forge your own path. </specific>
    <specific name="Benefit"> You add Chondathan to your list of languages known, you add Intimidate to your class skills list, and you gain a +2 bonus to Perception while you are shifting. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> Intimidate </specific>
    <specific name="Associated Languages"> Chondathan </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_CHONDATHAN" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INTIMIDATE" type="Background Association" />
      <statadd name="Perception Misc" value="+2" condition="while you are shifting" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Luskan" type="Background" internal-id="ID_FMP_BACKGROUND_753" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Luskan is described by its inhabitants as the armpit of the world, and you can attest to that truth. Your life began in Luskan's sewers, and for years you followed in the footsteps of the wererats and shifters that made up your extended "family." Nothing good came of this pitiful life of foulness and violence. In fact, things seemed to get worse every year. If your clan wasn't battling Shou pirates or running from undead, it was squabbling over the meager scraps left by the beggars and criminals Luskan calls citizens.
  You knew you had to get out, but it's never easy to leave home behind-especially when you're enmeshed in a criminal underworld. But a hard life has taught you hard lessons, and you shared what you learned with whomever got in your way. What was life like for you in Luskan? Did you live only in the sewers, or did you find shelter among the surface gangs? A Shou crime syndicate infiltrates the city's powerful-did you learn your trade from them? Perhaps you have some exotic skills gained through association with foreign pirates.  </specific>
    <specific name="Benefit"> You can reroll any Stealth check, but you must keep the second result. Add Shou to your list of known languages. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills" />
    <specific name="Associated Languages"> Shou </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_SHOU" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Moonshae Isles" type="Background" internal-id="ID_FMP_BACKGROUND_754" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> The Moonshae Isles hold many dangers, but few are so openly threatening as the island of Moray. Giants make dens in the island's mountains, and a few orc tribes scuff le in the peaks' shadows, but the Norlander villages huddle close to the island's coasts in fear of the Black Blood lycanthropes. This tribe was once connected to the People of the Black Blood, but Malar's demotion and the tribes' great physical separation led to division. Now, the terror of Moray's coastal villages comes to the rest of the Moonshaes, as the Black Blood's weres and shifters take longships on savage raids to the other islands.
  Your kind is hated and feared in the Moonshae Isles. How did you come to be on the continent? Perhaps you were shipwrecked and helped by someone ignorant of the dangers of Moray. Maybe you stole a ship and sailed to Amn, hoping to escape your violent home. Or you might have been left behind on your first raid, stranded when your allies left or were defeated. </specific>
    <specific name="Benefit"> Add Athletics to your class skill list. You gain a +3 bonus to Athletics checks made to swim, and to any skill or ability check related to piloting water vessels or to moving around on a boat. Add Chondathan to your list of known languages. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> Athletics </specific>
    <specific name="Associated Languages"> Chondathan </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ATHLETICS" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_CHONDATHAN" type="Background Association" />
      <statadd name="Athletics Misc" value="+2" condition="to swim" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Rashemen" type="Background" internal-id="ID_FMP_BACKGROUND_755" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Rashemen is a land of stories. Village elders draw children close to the fire, not with legends of faraway lands or ancient heroes, but of dark threats that lurk under the bridge just up the road or in the forests that surround their homes. The elders are not wrong to do so, for fey beings and monstrous things do lurk close at hand, including shifters.
  Your people live in secret in the Ashenwood among legendary monsters like Dar-Guran, the troll who can bite off a human's head. Yet you also live with more benign nature spirits that seem to exist in every limpid pool and quiet copse of trees. Some Rashemi see your race as the troll, while others view you as the spirit. Your own people often seem unsure, vacillating between savagery and primal harmony. You left them to find your own way. </specific>
    <specific name="Benefit"> You add Damaran to your list of languages known, you add Nature to your class skills list, and you gain a +2 bonus to Bluff, Diplomacy, and Insight checks when dealing with fey. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> Nature </specific>
    <specific name="Associated Languages"> Damaran </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_DAMARAN" type="Background Association" />
      <statadd name="Bluff Misc" value="+2" condition="dealing with fey" />
      <statadd name="Diplomacy Misc" value="+2" condition="dealing with fey" />
      <statadd name="Insight Misc" value="+2" condition="dealing with fey" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Sembia" type="Background" internal-id="ID_FMP_BACKGROUND_756" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Many Sembians focus on maintaining appearances. Others remain watchful for weakness or signs of anti-Netherese or anti-Shar sympathies, and Netheril keeps it own eyes upon the poppulace. In a land bursting with facade and falsehood, the nobles of Selgaunt have more reason to lie than most-for before the Spellplague, Selgaunt's blue blood acquired a lycanthropic taint. Rumor lays the fault at the feet of the ruling Uskevrens, but no noble mentions that suspicion aloud. One need only touch finger to nose and talk of "hot blood" to indicate that a noble son or daughter carries "the curse."
  Those "who can pass" are trained to suppress their instincts and take on their roles as idle socialites or merchant lords. Those who cannot meet varied fates. Some are accepted by their families but kept hidden from view. Others are cast out, fostered to those who owe favors or bargained to those who collect them. Which are you? Did you struggle to control your emotions amid finery and strict rules of etiquette, or did your foster parents put you to work as an agent in their trade? Were you forced to leave Sembia after your heritage was revealed, or were you sent on a trade mission to distant lands to get you out view of the Sembian public? </specific>
    <specific name="Benefit"> Add Bluff and Diplomacy to your class skill list. Add Netherese to your list of known languages.
  When not shifting, you resemble a human more strongly than is normal for your race. This resemblance allows you to pass as human with a successful Bluff check against a creature's passive Insight, if you are not shifting. If someone makes an active Insight check against you, your Bluff check to disguise your shifter nature suffers a -5 penalty. </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> Bluff, Diplomacy </specific>
    <specific name="Associated Languages"> Netherese </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_BLUFF" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_DIPLOMACY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NETHERESE" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Shifter - Tethyr" type="Background" internal-id="ID_FMP_BACKGROUND_757" source="Dragon Magazine 394" revision-date="10/5/2010 1:35:01 PM">
    <Prereqs> Shifter </Prereqs>
    <print-prereqs> Shifter </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> The noble Janors of Zazesspur hide a terrible secret-many of them can shed their skins. The family has several wereserpent members, and keeps this shameful knowledge hidden. None suspect that the sly, lithe, and beautiful Janor house smiles with poison-tipped fangs. Shifters that result from their unions with humans and half-elves are therefore carefully hidden. Without such precautions, many would move to destroy the Janors, first and foremost the noble family's scaled and sibilant masters.
  How do the qualities of your wereserpent heritage show themselves in your shifter anatomy? How were you hidden from public view? Perhaps you were trained as an assassin for those who command your family members with seductive whispers. Maybe you were only allowed on the streets at night. Do you know who controls your family's fate? Do you want to save your family from itself, or have you made enemies of too many of them? </specific>
    <specific name="Benefit"> Add Stealth to your class skill list. You gain a +2 bonus to Stealth checks. Add Chondathan or Draconic to your list of known languages </specific>
    <specific name="Short Description" />
    <specific name="Campaign"> Forgotten Realms </specific>
    <specific name="Associated Skills"> Stealth </specific>
    <specific name="Associated Languages"> Chondathan, Draconic </specific>
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STEALTH" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_CHONDATHAN" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_DRACONIC" type="Background Association" />
      <statadd name="Stealth Misc" value="+2" />
    </rules>
  </RulesElement>
  <!-- Racial Backgrounds, Dragon 395 -->
  <RulesElement name="Kord Clan" type="Background" internal-id="ID_FMP_BACKGROUND_768" source="Dragon Magazine 395" revision-date="10/5/2010 1:34:59 PM">
    <Prereqs> Dwarf race </Prereqs>
    <print-prereqs> Dwarf race </print-prereqs>
    <specific name="type"> Origin </specific>
    <specific name="Common Knowledge"> You are a member of the Kord Clan. Were you born to the clan, or did unfortunate circumstances lead to your joining? What is your place in the clan? In what ways do you break dwarven customs in your behavior and appearance? What led you to leave the clan-hold and take up adventuring? Are you an exile from another clan, out to perform great deeds that will redeem your standing in dwarven society and earn you the privilege of returning to your ancestral home?
    Personal Quests: Rectify and atone for the misdeed that caused your exile; safeguard refugees from war or disaster on their journey to your Kord Clan stronghold; assemble a company of Kord Clan berserkers and lead it to victory in a major war. </specific>
    <specific name="Benefit" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Athletics, Intimidate </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ATHLETICS" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INTIMIDATE" type="Background Association" />
    </rules>
  </RulesElement>
  <!-- Genasi Racial Options, Dragon 396 -->
  <RulesElement name="Elemental Manifestation" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_803" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> You have one manifestation, and gain associated benefits </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_RACIAL_TRAIT_520, ID_FMP_RACIAL_TRAIT_521, ID_FMP_RACIAL_TRAIT_552, ID_FMP_RACIAL_TRAIT_553, ID_FMP_RACIAL_TRAIT_554, ID_FMP_RACIAL_TRAIT_2094, ID_FMP_RACIAL_TRAIT_2095, ID_FMP_RACIAL_TRAIT_2096, ID_FMP_RACIAL_TRAIT_2097,ID_CDJ_RACIAL_TRAIT_39601, ID_CDJ_RACIAL_TRAIT_39602, ID_CDJ_RACIAL_TRAIT_39603, ID_CDJ_RACIAL_TRAIT_39604 </specific>
    <rules>
      <select type="Racial Trait" number="1" Category="Elemental Manifestation" />
    </rules>
Choose one manifestation. That manifestation is part of your nature. Each manifestation offers particular benefits and provides an associated encounter power. Your appearance changes based on the element you are manifesting.
   </RulesElement>
  <RulesElement name="Ashfall Evasion" type="Power" internal-id="ID_FMP_POWER_14073" source="Dragon Magazine 396" revision-date="8/27/2010 11:26:24 AM">
    <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION </Category>
    <Flavor> You fly apart to become a cloud of swirling ashes. The cloud obscures the vision of your enemies and burns their flesh. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Genasi Racial Power </specific>
    <specific name="Keywords"> Fire, Polymorph, Zone </specific>
    <specific name="Action Type"> Immediate reaction </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Trigger"> You take damage from an attack </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the start of your next turn, and you are removed from play until the zone ends. The zone is lightly obscured, and any enemy that ends its turn in the zone takes fire damage equal to your Intelligence, Wisdom, or Charisma modifier (your choice). When you return to play, you do so in an unoccupied square of your choice that was in the zone. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature" />
    <rules>
      <select type="Racial Trait" number="1" Category="Ashfall Evasion,Ability Choice" />
    </rules>
  </RulesElement>
  <RulesElement name="Ashfall Evasion Wisdom" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_ASHFALL_EVASION_WISDOM" source="Dragon Magazine 396">
    <Category> Ashfall Evasion,Ability Choice </Category>
    <specific name="Short Description"> Use Wis for ashfall evasion </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14073 </specific>
You use Wisdom as your key ability with Ashfall Evasion.
   </RulesElement>
  <RulesElement name="Ashfall Evasion Charisma" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_ASHFALL_EVASION_CHARISMA" source="Dragon Magazine 396">
    <Category> Ashfall Evasion,Ability Choice </Category>
    <specific name="Short Description"> Use Cha for ashfall evasion </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14073 </specific>
You use Charisma as your key ability with Ashfall Evasion.
   </RulesElement>
  <RulesElement name="Ashfall Evasion Intelligence" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_ASHFALL_EVASION_INTELLIGENCE" source="Dragon Magazine 396">
    <Category> Ashfall Evasion,Ability Choice </Category>
    <specific name="Short Description"> Use Int for ashfall evasion </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14073 </specific>
You use Intelligence as your key ability with Ashfall Evasion.
   </RulesElement>
  <RulesElement name="Flowing Magma" type="Power" internal-id="ID_FMP_POWER_14074" source="Dragon Magazine 396" revision-date="8/27/2010 11:26:24 AM">
    <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_68,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> You become a creature of fire and stone, a destructive mass of magma that burns anything in your path. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Genasi Racial Power </specific>
    <specific name="Keywords"> Fire, Polymorph, Aura </specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Effect"> You assume a molten form until the end of your next turn. While in this form, you are slowed, you are immune to fire, and you cannot be pulled, pushed, or slid unless you choose to be. In addition, you create an aura 1 that lasts as long as the form does. Any creature that ends its turn in the aura takes fire damage equal to your Strength, Constitution, or Dexterity modifier (your choice). 
	  Level 11: A creature that ends its turn in the aura takes 3 + Strength, Constitution, or Dexterity modifier fire damage.
	  Level 21: A creature that ends its turn in the aura takes 6 + Strength, Constitution, or Dexterity modifier fire damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature" />
    <rules>
      <select type="Racial Trait" number="1" Category="Flowing Magma,Ability Choice" />
    </rules>
  </RulesElement>
  <RulesElement name="Flowing Magma Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_FLOWING_MAGMA_STRENGTH" source="Dragon Magazine 396">
    <Category> Flowing Magma,Ability Choice </Category>
    <specific name="Short Description"> Use Str for flowing magma </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14074 </specific>
You use Strength as your key ability with Flowing Magma.
   </RulesElement>
  <RulesElement name="Flowing Magma Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_FLOWING_MAGMA_CONSTITUTION" source="Dragon Magazine 396">
    <Category> Flowing Magma,Ability Choice </Category>
    <specific name="Short Description"> Use Con for flowing magma </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14074 </specific>
You use Constitution as your key ability with Flowing Magma.
   </RulesElement>
  <RulesElement name="Flowing Magma Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_FLOWING_MAGMA_DEXTERITY" source="Dragon Magazine 396">
    <Category> Flowing Magma,Ability Choice </Category>
    <specific name="Short Description"> Use Dex for flowing magma </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14074 </specific>
You use Dexterity as your key ability with Flowing Magma.
   </RulesElement>
  <RulesElement name="Sandslide" type="Power" internal-id="ID_FMP_POWER_14075" source="Dragon Magazine 396" revision-date="8/27/2010 11:26:24 AM">
    <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> You transform your body from flesh and sinew into flowing sand. In this form, you can spill through the smallest gaps. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Genasi Racial Power </specific>
    <specific name="Keywords"> Polymorph </specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Effect"> You assume the form of living sand until the start of your next turn. While in this form, you are insubstantial, can enter enemies' squares without provoking opportunity attacks, and can squeeze through any opening large enough to permit a single grain of sand. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature" />
  </RulesElement>
  <RulesElement name="Sun Flare" type="Power" internal-id="ID_FMP_POWER_14076" source="Dragon Magazine 396" revision-date="8/27/2010 11:26:24 AM">
    <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_1,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION </Category>
    <Flavor> Your agony breaks your tenuous hold on the sun's power and blazes forth as painful light. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Genasi Racial Power </specific>
    <specific name="Keywords"> Fire, Radiant </specific>
    <specific name="Action Type"> Immediate reaction </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Trigger"> You are hit by an attack while bloodied </specific>
    <specific name="Target"> Each creature in burst </specific>
    <specific name="Attack"> Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or Dexterity + 2 vs. Reflex </specific>
    <specific name="Hit"> Strength, Constitution, or Dexterity modifier fire and radiant damage, and the target takes a -2 penalty to attack rolls until the end of its next turn. If the target is bloodied by this attack, it is also blinded until the end of its next turn. 
	 Increase to +4 bonus and 1d6 + Strength, Constitution, or Dexterity damage at 11th level, and to +6 bonus and 2d6 + Strength, Constitution, or Dexterity modifier damage at 21st level. </specific>
    <specific name="Effect" />
    <specific name="_Associated Feats" />
    <specific name="_ParentFeature" />
    <rules>
      <select type="Racial Trait" number="1" Category="Sun Flare,Ability Choice" />
    </rules>
  </RulesElement>
  <RulesElement name="Sun Flare Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_SUN_FLARE_STRENGTH" source="Dragon Magazine 396">
    <Category> Sun Flare,Ability Choice </Category>
    <specific name="Short Description"> Use Str for sun flare </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14076 </specific>
You use Strength as your key ability with Sun Flare.
   </RulesElement>
  <RulesElement name="Sun Flare Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_SUN_FLARE_CONSTITUTION" source="Dragon Magazine 396">
    <Category> Sun Flare,Ability Choice </Category>
    <specific name="Short Description"> Use Con for sun flare </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14076 </specific>
You use Constitution as your key ability with Sun Flare.
   </RulesElement>
  <RulesElement name="Sun Flare Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_SUN_FLARE_DEXTERITY" source="Dragon Magazine 396">
    <Category> Sun Flare,Ability Choice </Category>
    <specific name="Short Description"> Use Dex for sun flare </specific>
    <specific name="_SupportsID"> ID_FMP_POWER_14076 </specific>
You use Dexterity as your key ability with Sun Flare.
   </RulesElement>
  <RulesElement name="Wrath of the Ravaged" type="Power" internal-id="ID_FMP_POWER_14077" source="Dragon Magazine 396" revision-date="12/07/2010 11:49:00 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_846,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Desert's Voice </Prereqs>
    <Flavor> You release the vengeful spirits in punishing wind, abrading sand, boiling rock, and suffocating ash. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Desert's Voice Attack 11  </specific>
    <specific name="Keywords"> Primal, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in blast </specific>
    <specific name="Attack"> Intelligence vs. Fortitude, Strength vs. Fortitude, or Constitution vs. Fortitude </specific>
    <specific name="Hit"> 2d6 + Strength, Constitution, or Intelligence modifier damage. You push the target up to 5 squares, and it takes a -2 penalty to attack rolls until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_846 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
  </RulesElement>
  <RulesElement name="Elemental Resurgence" type="Power" internal-id="ID_FMP_POWER_14080" source="Dragon Magazine 396" revision-date="12/07/2010 11:49:00 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_846,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Prereqs> Desert's Voice </Prereqs>
    <Flavor> Elemental energy responds to your agony and floods into you in a sudden rush of power. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Desert's Voice Utility 12 </specific>
    <specific name="Keywords"> Primal </specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Requirement"> You must be bloodied </specific>
    <specific name="Effect"> You gain 5 temporary hit points, and you regain the use of one genasi racial encounter power that you have already used during this encounter. 
	  Level 21: You gain 10 temporary hit points. </specific>
    <specific name="Special" />
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_846 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
  </RulesElement>
<RulesElement name="Cataclysm" type="Power" internal-id="ID_FMP_POWER_14078" source="Dragon Magazine 396" revision-date="6/15/2011 10:09:57 AM">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_846,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
  <Prereqs> Desert's Voice </Prereqs>
  <Flavor> The spirits answer your cry and they surge from the broken landscape to bring elemental death to your foes. </Flavor>
  <specific name="Power Usage"> Daily </specific>
  <specific name="_SkillPower" />
  <specific name="_ChildPower"> ID_FMP_POWER_14079 </specific>
  <specific name="Display"> Desert's Voice Attack 20 </specific>
  <specific name="Keywords"> Primal, Zone </specific>
  <specific name="Action Type"> Minor Action </specific>
  <specific name="Attack Type"> Area  burst 2 within 20 squares </specific>
  <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain and lightly obscured. Any creature that ends its turn in the zone takes 5 damage. While the zone remains, you can use the secondary power at will. </specific>
  <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_PARAGON_PATH_846 </specific>
  <specific name="Level"> 20 </specific>
  <specific name="Power Type"> Attack </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_14079 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14079" type="Power" />
    </rules>
  </RulesElement>
<RulesElement name="Cataclysm (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_14079" source="Dragon Magazine 396" revision-date="6/15/2011 10:09:57 AM">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_846,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Implement, Primal </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 centered on the zone's origin square </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Strength, Constitution, or Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 2d8 + Strength, Constitution, or Intelligence modifier damage. In addition, the target is slowed and takes ongoing 10 damage (save ends both). </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_14078 </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_846 </specific>
  </RulesElement>
  <RulesElement name="Embersoul" type="Racial Trait" internal-id="ID_CDJ_RACIAL_TRAIT_39601" source="Dragon Magazine 396" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> +1 to Reflex; ashfall evasion power; +2 to saving throws against ongoing fire damage </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_14073 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_14073 </specific>
    <rules>
      <statadd name="Reflex Defense" value="+1" condition="while manifesting embersoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Reflex Defense" value="+1" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_14073" type="Power" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing fire damage while manifesting embersoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing fire damage" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|sandsoul|sunsoul" />
    </rules>
You have a +1 racial bonus to Reflex and a +2 racial bonus to saving throws against ongoing fire damage. In addition, you have the ashfall evasion power.
   </RulesElement>
  <RulesElement name="Magmasoul" type="Racial Trait" internal-id="ID_CDJ_RACIAL_TRAIT_39602" source="Dragon Magazine 396" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> +1 to Fortitude; flowing magma power; deal +1d6 fire damage with melee attacks until EoNT after you take fire damage </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_14074 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_14074 </specific>
    <rules>
      <statadd name="Fortitude Defense" value="+1" condition="while manifesting magmasoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|firesoul|sandsoul|sunsoul" />
      <statadd name="Fortitude Defense" value="+1" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|embersoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_14074" type="Power" />
    </rules>
You have a +1 racial bonus to Fortitude. Whenever you take fire damage, your melee attacks deal 1d6 extra fire damage until the end of your next turn. In addition, you have the flowing magma power.
   </RulesElement>
  <RulesElement name="Sandsoul" type="Racial Trait" internal-id="ID_CDJ_RACIAL_TRAIT_39603" source="Dragon Magazine 396" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> +4 to escape checks; sandslide evasion power; +2 to saving throws against immobilize, slow, or restrain </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_14075 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_14075 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14075" type="Power" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against slowed, restrained or immobilized conditions while manifesting sandsoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|embersoul|sunsoul" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against slowed, restrained or immobilized conditions" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|embersoul|sunsoul" />
    </rules>
You have a +4 racial bonus to Acrobatics checks and Athletics checks made when taking the escape action. You also have a +2 racial bonus to saving throws against effects that immobilize, restrain, or slow you. In addition, you have the sandslide power.
   </RulesElement>
  <RulesElement name="Sunsoul" type="Racial Trait" internal-id="ID_CDJ_RACIAL_TRAIT_39604" source="Dragon Magazine 396" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Immunity to sun sickness and ambient temperatures between -50 and 140 F; sun flare power; +2 to saving throws against ongoing fire or radiant damage </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_14076 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_14076 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14076" type="Power" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing fire and (or) radiant damage while manifesting sunsoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|embersoul|sandsoul" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing fire and (or) radiant damage" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|firesoul|magmasoul|embersoul|sandsoul" />
    </rules>
You have a +2 racial bonus to saving throws against ongoing damage that includes fire or radiant damage. You and your equipment suffer no ill effect from ambient temperatures between -50 and 140 degrees Fahrenheit, and you are immune to sun sickness. In addition, you have the sun flare power.
   </RulesElement>
  <RulesElement name="Firesoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_520" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> +1 to Reflex; firepulse power; resist 5/10/15 (by tier) fire </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1766 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_1766 </specific>
    <rules>
      <statadd name="Reflex Defense" value="+1" condition="while manifesting firesoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Reflex Defense" value="+1" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_1766" type="Power" />
      <statadd name="_firesoul resist" value="+5" />
      <statadd name="resist:fire" value="+_firesoul resist" type="resist" condition="while manifesting firesoul" requires="watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:fire" value="+_firesoul resist" type="resist" requires="!watersoul|earthsoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="_firesoul resist" value="+5" requires="Paragon Tier" />
      <statadd name="_firesoul resist" value="+5" requires="Epic Tier" />
    </rules>
You gain +1 Reflex defense, resist 5 fire and the firepulse power. At 11th level, the resistance improves to 10 fire. At 21st level, the resistance improves to 15 fire.
   </RulesElement>
  <RulesElement name="Earthsoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_521" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> +1 to Fortitude; +1 to saving throws; earthshock power </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1767 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_1767 </specific>
    <rules>
      <statadd name="Fortitude Defense" value="+1" type="Racial" condition="while manifesting earthsoul" requires="watersoul|firesoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Fortitude Defense" value="+1" type="Racial" requires="!watersoul|firesoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Saving Throws" value="+1" type="Racial" condition="while manifesting earthsoul" requires="watersoul|firesoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Saving Throws" value="+1" type="Racial" requires="!watersoul|firesoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_1767" type="Power" />
    </rules>
You gain a +1 racial bonus to your Fortitude defense, a +1 racial bonus to saving throws, and the earthshock power.
   </RulesElement>
  <RulesElement name="Stormsoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_552" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> +1 to Fortitiude; promise of storm power; resist 5/10/15 (by tier) lightning </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1769 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_1769 </specific>
    <rules>
      <statadd name="Fortitude Defense" value="+1" type="Racial" condition="while manifesting stormsoul" requires="watersoul|firesoul|earthsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Fortitude Defense" value="+1" type="Racial" requires="!watersoul|firesoul|earthsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_1769" type="Power" />
      <statadd name="_stormsoul resist" value="+5" />
      <statadd name="resist:lightning" value="+_stormsoul resist" type="resist" condition="while manifesting stormsoul" requires="watersoul|firesoul|earthsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:lightning" value="+_stormsoul resist" type="resist" requires="!watersoul|firesoul|earthsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="_stormsoul resist" value="+5" requires="Paragon Tier" />
      <statadd name="_stormsoul resist" value="+5" requires="Epic Tier" />
    </rules>
You gain a +1 racial bonus to your Fortitude defense, resist 5 lightning, and the promise of storm power. At 11th level, the resistance improves to 10 lightning. At 21st level, the resistance improves to 15 lightning.
   </RulesElement>
  <RulesElement name="Watersoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_553" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Can breathe underwater; +2 to saving throws against ongoing damage; swiftcurrent power </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1770 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_1770 </specific>
    <rules>
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing damage while manifesting watersoul" requires="earthsoul|firesoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing damage" requires="!earthsoul|firesoul|stormsoul|windsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_1770" type="Power" />
    </rules>
You can breathe underwater. You also gain a +2 racial bonus to saving throws against ongoing damage and the swiftcurrent power.
   </RulesElement>
  <RulesElement name="Windsoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_554" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Windwalker power; resist 5/10/15 (by tier) cold </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1828 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_1828 </specific>
    <rules>
      <grant name="ID_FMP_POWER_1828" type="Power" />
      <statadd name="_windsoul resist" value="+5" />
      <statadd name="resist:cold" value="+_windsoul resist" type="resist" condition="while manifesting windsoul" requires="watersoul|firesoul|stormsoul|earthsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:cold" value="+_windsoul resist" type="resist" requires="!watersoul|firesoul|stormsoul|earthsoul|voidsoul|plaguesoul|causticsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="_windsoul resist" value="+5" requires="Paragon Tier" />
      <statadd name="_windsoul resist" value="+5" requires="Epic Tier" />
    </rules>
You gain resist 5 cold and the windwalker power. At 11th level, the resistance improves to 10 cold. At 21st level, the resistance improves to 15 cold.
   </RulesElement>
  <RulesElement name="Causticsoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2094" source="Dragon Magazine 380" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Can breathe underwater; acid surge power; resist 5/10/15 (by tier) acid </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_10043 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_10043 </specific>
    <rules>
      <statadd name="Causticsoul Resists" value="+5" />
      <statadd name="Causticsoul Resists" value="+5" requires="Paragon Tier" />
      <statadd name="Causticsoul Resists" value="+5" requires="Epic Tier" />
      <statadd name="resist:acid" value="+Causticsoul Resists" type="resist" condition="while manifesting causticsoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|plaguesoul|voidsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:acid" value="+Causticsoul Resists" type="resist" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|plaguesoul|voidsoul|cindersoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_10043" type="Power" />
    </rules>
You can breathe underwater. You also gain resist 5 acid and the acid surge power.
At 11th level, the resistance improves to 10 acid.
At 21st level, the resistance improves to 15 acid.
   </RulesElement>
  <RulesElement name="Cindersoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2095" source="Dragon Magazine 380" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Firedeath power; +1 to Fortitude; resist 5/10/15 (by tier) fire </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_10044 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_10044 </specific>
    <rules>
      <statadd name="Cindersoul Resists" value="+5" />
      <statadd name="Cindersoul Resists" value="+5" requires="Paragon Tier" />
      <statadd name="Cindersoul Resists" value="+5" requires="Epic Tier" />
      <statadd name="Fortitude Defense" value="+1" type="Racial" condition="while manifesting cindersoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|plaguesoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Fortitude Defense" value="+1" type="Racial" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|plaguesoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:fire" value="+Cindersoul Resists" type="resist" condition="while manifesting cindersoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|plaguesoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:fire" value="+Cindersoul Resists" type="resist" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|plaguesoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_10044" type="Power" />
      <statadd name="_firesoul resist" value="+5" requires="Paragon Tier" />
      <statadd name="_firesoul resist" value="+5" requires="Epic Tier" />
    </rules>
You gain a +1 racial bonus to Fortitude, resist 5 fire, and the firedeath power.
At 11th level, the resistance improves to 10 fire.
At 21st level, the resistance improves to 15 fire.
   </RulesElement>
  <RulesElement name="Plaguesoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2096" source="Dragon Magazine 380" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Plaguebearer power; +5 to saving throws against disease; resist 5/10/15 (by tier) poison </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_10045 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_10045 </specific>
    <rules>
      <statadd name="Plaguesoul Resists" value="+5" />
      <statadd name="Plaguesoul Resists" value="+5" requires="Paragon Tier" />
      <statadd name="Plaguesoul Resists" value="+5" requires="Epic Tier" />
      <statadd name="resist:poison" value="+Plaguesoul Resists" type="resist" condition="while manifesting plaguesoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:poison" value="+Plaguesoul Resists" type="resist" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Saving Throws" value="+5" type="Racial" condition="against disease while manifesting plaguesoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Saving Throws" value="+5" type="Racial" condition="against disease" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|voidsoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_10045" type="Power" />
    </rules>
You gain resist 5 poison, a +5 racial bonus to saving throws against disease, and the plaguebearer power.
At 11th level, the resistance improves to 10 poison.
At 21st level, the resistance improves to 15 poison.
   </RulesElement>
  <RulesElement name="Voidsoul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2097" source="Dragon Magazine 380" revision-date="10/5/2010 1:47:14 PM">
    <Category> ID_FMP_RACIAL_TRAIT_803 </Category>
    <specific name="Short Description"> Void assumption power; +1 to Will; resist 5/10/15 (by tier) psychic </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_10046 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class" />
    <specific name="_DisplayPowers"> ID_FMP_POWER_10046 </specific>
    <rules>
      <statadd name="Voidsoul Resists" value="+5" />
      <statadd name="Voidsoul Resists" value="+5" requires="Paragon Tier" />
      <statadd name="Voidsoul Resists" value="+5" requires="Epic Tier" />
      <statadd name="resist:psychic" value="+Voidsoul Resists" type="resist" condition="while manifesting voidsoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|plaguesoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="resist:psychic" value="+Voidsoul Resists" type="resist" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|plaguesoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Will Defense" value="+1" type="Racial" condition="while manifesting voidsoul" requires="windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|plaguesoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <statadd name="Will Defense" value="+1" type="Racial" requires="!windsoul|watersoul|firesoul|stormsoul|earthsoul|cindersoul|plaguesoul|causticsoul|embersoul|magmasoul|sandsoul|sunsoul" />
      <grant name="ID_FMP_POWER_10046" type="Power" />
    </rules>
You gain resist 5 psychic, a +1 racial bonus to Will, and the void assumption power.
At 11th level, the resistance improves to 10 psychic.
At 21st level, the resistance improves to 15 psychic.
   </RulesElement>
  <RulesElement name="Genasi - Balanceseeker" type="Background" internal-id="ID_FMP_BACKGROUND_769" source="Dragon Magazine 396" revision-date="10/5/2010 1:35:19 PM">
    <Prereqs> Genasi </Prereqs>
    <print-prereqs> Genasi </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> You have communed with the spirits, walked the lands for miles around, and witnessed the ravages done to your world. You can draw only one conclusion from your exploration: The world is getting worse. If Athas can be saved, someone must stand against the defilers and the sorcerer-kings to restore the balance and heal this injured world. That person is you. </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Arcana, Nature </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ARCANA" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Genasi - Half-Elemental Refugee" type="Background" internal-id="ID_FMP_BACKGROUND_770" source="Dragon Magazine 396" revision-date="10/5/2010 1:35:19 PM">
    <Prereqs> Genasi </Prereqs>
    <print-prereqs> Genasi </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> Your Silt Sea enclave stood hidden for generations, safe from storm and raid. It was impervious to ancient enemies and monsters beyond counting, but your people grew complacent. When a true threat to their survival appeared, they were unprepared. You managed to escape the enclave and have fled the Silt Sea for safer lands. What wiped out your people? Were there other survivors? Do you seek a new home? Or was one tragic end enough, and now it's time for you to claim your destiny? </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> Perception, Stealth </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_PERCEPTION" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STEALTH" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Genasi - Reclaimed Birthright" type="Background" internal-id="ID_FMP_BACKGROUND_771" source="Dragon Magazine 396" revision-date="10/5/2010 1:35:19 PM">
    <Prereqs> Genasi </Prereqs>
    <print-prereqs> Genasi </print-prereqs>
    <specific name="type"> Racial </specific>
    <specific name="Common Knowledge"> You are fascinated by the lorekeepers' stories, and the more you learned, the more you felt your destiny beckon. You believe that the world belongs to you and your people, not the lesser races that wrested its control from you. The abuses done to the land are proof enough that those races have been inept rulers and poor stewards. So you have set out to reclaim your birthright and to forge a new land where your people can take their rightful place as masters of the world. </specific>
    <specific name="Benefit" />
    <specific name="Short Description" />
    <specific name="Campaign"> General </specific>
    <specific name="Associated Skills"> History, Intimidate </specific>
    <specific name="Associated Languages" />
    <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_INTIMIDATE" type="Background Association" />
    </rules>
  </RulesElement>
  <RulesElement name="Desert's Voice" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_846" source="Dragon Magazine 396" revision-date="8/27/2010 12:40:14 PM">
    <Prereqs> 11th level, genasi </Prereqs>
    <print-prereqs> 11th level, genasi </print-prereqs>
    <Flavor> "There are voices in the land. I can hear their cries in the wind and in the shifting dunes. They call to me, begging for vengeance. Have I any choice but to answer?" </Flavor>
    <specific name="Power Name"> Evocations </specific>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3821, ID_FMP_CLASS_FEATURE_3822, ID_FMP_CLASS_FEATURE_3823, ID_FMP_CLASS_FEATURE_3824 </specific>
    <specific name="Powers"> ID_FMP_POWER_14077,ID_FMP_POWER_14080,ID_FMP_POWER_14078 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14077,ID_FMP_POWER_14080,ID_FMP_POWER_14078 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3821" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3822" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3823" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3824" type="Class Feature" Level="16" />
      <grant name="ID_FMP_POWER_14077" type="Power" Level="11" />
      <grant name="ID_FMP_POWER_14080" type="Power" Level="12" />
      <grant name="ID_FMP_POWER_14078" type="Power" Level="20" />
    </rules>
Your purpose has become clear. You see it in the desolation around you, in the ruins scattered across the countryside, in every agonized face you behold. The wind carries it with the stench of carrion, smoke, and fire. The ashes left by defilers, the bone fields that mark the places where tribes, cities or entire races were wiped out-these signs have revealed to you your reason for being: to repair the world. Perhaps the pull you feel is in your head, a delusion born from desperation. Do you dare ignore it? If the despoilers aren't stopped, what future does this world have? So you take upon yourself a dread task to undo the damage done to this world.
   </RulesElement>
  <RulesElement name="Athasian Totem" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3821" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Proficient with totems as implement and shift 1 when dealing a critical hit </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(TOTEM)" type="Proficiency" />
    </rules>
You construct a special totem to serve as a focus and inspiration for your crusade. The item's presence is both a comfort and an assurance that you cannot fail.
You gain proficiency with the totem as an implement. In addition, after you score a critical hit with an implement attack using a totem, you can shift 1 square as a free action.
   </RulesElement>
  <RulesElement name="Elemental Adept" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3824" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 16 </Category>
    <specific name="Short Description"> Improve genasi racial powers </specific>
    <specific name="Level"> 16 </specific>
    <rules>
      <modify type="Power" name="Windwalker" Field="Power Usage" value="At-Will" />
      <modify type="Power" name="Ashfall Evasion" Field="Attack Type" value="Close burst 3" />
      <modify type="Power" name="Earthshock" Field="Elemental Adept" value="Creatures hit by this power cannot stand up until the end of your next turn." />
      <modify type="Power" name="Firepulse" Field="Elemental Adept" value="On a hit, each enemy adjacent to the target takes fire damage equal to your Strength, Constitution, or Dexterity modifier." />
      <modify type="Power" name="Flowing Magma" Field="Elemental Adept" value="This power does not slow you." />
      <modify type="Power" name="Sandslide" Field="Elemental Adept" value="While in this form you are also phasing." />
      <modify type="Power" name="Sun Flare" Field="Elemental Adept" value="Each target hit by this power is blinded until the end of its next turn, even if it was not bloodied by the attack." />
    </rules>
Your elemental manifestation grows in intensity, building inside you and letting you achieve greater results when you call on its power.
You gain a benefit associated with each genasi racial power you possess.
Ashfall Evasion: The power becomes a close burst 3.
Earthshock: Creatures hit by this power cannot stand up until the end of your next turn.
Firepulse: On a hit, each enemy adjacent to the target takes fire damage equal to your Strength, Constitution, or Dexterity modifier.
Flowing Magma: This power no longer slows you.
Sandslide: While in the form of living sand, you are also phasing.
Sun Flare: Each target hit by this power is blinded until the end of its next turn, even if it was not bloodied by the attack.
Windwalker: This power becomes an at-will power for you.
</RulesElement>
  <RulesElement name="Desert Manifestation" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3822" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Gain an additional genasi racial power of the embersoul, sunsoul, sandsoul or magmasoul manifestation </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_POWER_14073|ID_FMP_POWER_14074|ID_FMP_POWER_14075|ID_FMP_POWER_14076" />
    </rules>
Your kinship with the wastelands awakens your elemental nature, making it easier for you to call upon your natural talents and to unlock new abilities you never knew you had.
Choose a genasi racial power that you do not already possess. The power must be associated with the ember, magma, sand, or sun manifestation. You gain this power.
   </RulesElement>
  <RulesElement name="Wasteland Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3823" source="Dragon Magazine 396" revision-date="6/2/2011 1:18:35 PM">
    <Category> 11 </Category>
    <specific name="Short Description"> Deafen and slide enemies within 3 on an action point </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="When you spend an action point to make an extra attack, each enemy within 3 squares of you is deafened until the end of your next turn. In addition, you can slide each enemy within 3 squares of you 1 square before making the attack." />
    </rules>
When your need is greatest, the world answers. Your extra effort summons up shrieking winds to hammer your enemies.
When you spend an action point to make an extra attack, each enemy within 3 squares of you is deafened until the end of your next turn. In addition, you can slide each enemy within 3 squares of you 1 square before making the attack.
   </RulesElement> 
<!-- Dragon 402 Racial Utility Powers -->
  <RulesElement name="Avalanche Rush" type="Power" internal-id="ID_FMP_POWER_14383" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_NO_ACTION,2,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Dwarf </Prereqs>
    <Flavor> The mountain's strength helps you shove an enemy from your path. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Dwarf Utility 2 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You successfully bull rush a target. </specific>
    <specific name="Effect"> You can increase the push by a number of squares up to your Constitution modifier, shifting into each square the target of your bull rush leaves. </specific>
    <specific name="Class"> ID_FMP_RACE_2 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
You benefit from a strong, almost elemental, connection to earth and stone. As a doughty member of your race, you find that the rocks underfoot give you the same sort of power as that offered by the sylvan forests to the fey folk. With your strong link to earth, you can feel new strength flowing through your feet, and you use this strength to become a living avalanche, tumbling through your foes with tremendous force.
</RulesElement>
  <RulesElement name="Dwarven Pride" type="Power" internal-id="ID_FMP_POWER_14384" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Dwarf </Prereqs>
    <Flavor> No one shoves you around and gets away with it. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Dwarf Utility 6 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You are pulled, pushed, or slid. </specific>
    <specific name="Effect"> Until the end of your next turn, you gain a +1 power bonus to damage rolls for each square of the forced movement. </specific>
    <specific name="Class"> ID_FMP_RACE_2 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
A dwarf never forgets an insult, and nothing twists your beard harder than being pushed around. Although you dig in your heels to keep yourself from being moved when you don't want to be, if an enemy somehow knocks you back, you can use dwarven pride to show the enemy the mistake it just made.
</RulesElement>
  <RulesElement name="Stone Stubborn" type="Power" internal-id="ID_FMP_POWER_14385" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Dwarf </Prereqs>
    <Flavor> You steel your mind to the onslaught, determined to go about your business. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Dwarf Utility 10 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An effect would dominate or stun you. </specific>
    <specific name="Effect"> You are dazed for the effect's duration instead of being dominated or stunned. </specific>
    <specific name="Class"> ID_FMP_RACE_2 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Mulish, obstinate, determined, bull-headed—call it what you will, dwarves are stubborn. Although this trait can make you difficult to deal with, it does have its advantages. You've learned to turn your one-track mind into a shield against the influences of others.
</RulesElement>
  <RulesElement name="Mountainborn Tenacity" type="Power" internal-id="ID_FMP_POWER_14386" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Dwarf </Prereqs>
    <Flavor> Just as no mountain fell from a single strike, no dwarf has fallen from a single blow. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Dwarf Utility 16 </specific>
    <specific name="Keywords"> Healing </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An attack drops you to 0 hit points or fewer. </specific>
    <specific name="Effect"> You can spend a healing surge. Until the end of your next turn, you gain resistance to all damage equal to twice your Constitution modifier. </specific>
    <specific name="Class"> ID_FMP_RACE_2 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Tough as iron, dwarves are tenacious combatants. As a dwarf, you never give ground and never surrender. You also pride yourself on the ability to shrug off injuries that would topple a lesser mortal. Even when the killing blow falls, you can find a way to thumb death in the eye and get back on your feet.
</RulesElement>
  <RulesElement name="Help Is Here" type="Power" internal-id="ID_FMP_POWER_14387" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MINOR_ACTION,2,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Half-Elf </Prereqs>
    <Flavor> An encouraging word and subtle direction help an ally complete his or her task. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Half-Elf Utility 2 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You successfully use the aid another action on an adjacent ally. </specific>
    <specific name="Class"> ID_FMP_RACE_6 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
By combining your personable nature with your versatile skill set, you can awaken talent in anyone you choose. Help is here gives you the tools you need to help an ally find the inspiration to succeed where another might fail.
</RulesElement>
  <RulesElement name="Sudden Switch" type="Power" internal-id="ID_FMP_POWER_14388" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MOVE_ACTION,6,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Half-Elf </Prereqs>
    <Flavor> You whirl through melee, causing another combatant to be caught up in your dance while catching your enemies by surprise. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Half-Elf Utility 6 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> You and the target swap positions. Until the end of your next turn, you gain combat advantage against enemies adjacent to you after the swap. </specific>
    <specific name="Class"> ID_FMP_RACE_6 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
As part of your upbringing, you were taught to be wise to the ways in which people use their body language to communicate intent—all the better to use your own body language to mislead. You use this talent to draw someone close to you during combat and then reverse your positions suddenly, surprising those who thought they knew your purpose.
</RulesElement>
  <RulesElement name="Lockstep" type="Power" internal-id="ID_FMP_POWER_14389" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MOVE_ACTION,10,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Half-Elf </Prereqs>
    <Flavor> Wherever you go, your friend follows. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Half-Elf Utility 10 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> You and one ally </specific>
    <specific name="Effect"> Each target can shift up to 6 squares as a free action. The targets must end this movement adjacent to each other. </specific>
    <specific name="Class"> ID_FMP_RACE_6 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Your experience in battle and your instincts about your allies give you a knack for finding the right moment to move as a team. You take the lead in combat's dance, and a friend you choose can follow in your steps.
</RulesElement>
  <RulesElement name="Persuasive Words" type="Power" internal-id="ID_FMP_POWER_14390" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MINOR_ACTION,16,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Half-Elf </Prereqs>
    <Flavor> You summon up your personal reserves and put everything into understanding the situation and getting the results you need. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Half-Elf Utility 16 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> For 5 minutes or until the end of the encounter, you gain a +5 power bonus to Bluff, Diplomacy, Insight, and Intimidate checks. </specific>
    <specific name="Class"> ID_FMP_RACE_6 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
After so many adventures and after meeting so many strange and interesting individuals, you know a number of ways to overcome barriers of language and culture. You can communicate with almost anyone. You find it difficult to be at your best all the time, so you marshal your energy for the toughest social conflict of the day. In short, you save your best effort for when you need it most.
</RulesElement>
  <RulesElement name="Happy Feet" type="Power" internal-id="ID_FMP_POWER_14391" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,2,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Halfling </Prereqs>
    <Flavor> It's hard to keep your feet under control. Sometimes they feel as if they move of their own accord. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Halfling Utility 2 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> A creature you can see starts its turn. </specific>
    <specific name="Effect"> You shift up to 2 squares. </specific>
    <specific name="Class"> ID_FMP_RACE_5 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The world is a wondrous and vast place, ripe for exploration. Adventure's promise excites your imagination and draws you onward. Sometimes you find it hard to keep still.
</RulesElement>
  <RulesElement name="Minor Threat" type="Power" internal-id="ID_FMP_POWER_14392" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Halfling </Prereqs>
    <Flavor> Clearly you're no threat to your enemies, injured as you are. You convince them of that by affecting a small and harmless posture. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Halfling Utility 6 </specific>
    <specific name="Keywords"> Stance </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> You must be bloodied. </specific>
    <specific name="Effect"> You assume the minor threat stance. Until the stance ends and while you are bloodied, you have a +2 power bonus to all defenses and to Stealth checks. </specific>
    <specific name="Class"> ID_FMP_RACE_5 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
The bigger races often feel pity for halflings because of their small stature. It's ridiculous, of course, but you take advantage of this situation. Being small means you can go unnoticed. And when you're hurt, it helps to have your enemies' attention focused elsewhere. You've learned to use your perceived weakness to your advantage.
</RulesElement>
  <RulesElement name="Pay Your Debts" type="Power" internal-id="ID_FMP_POWER_14393" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Halfling </Prereqs>
    <Flavor> You acknowledge an ally's assistance by making a feint to keep your enemy off balance. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Halfling Utility 10 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Special  </specific>
    <specific name="Trigger"> An enemy flanked by you moves out of the flanked position. </specific>
    <specific name="Effect"> Choose one ally who was also flanking the triggering enemy. That ally gains combat advantage against the enemy until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_5 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Repaying every debt is central to preserving a good relationship. When an ally gives you a helping hand, make sure you give back the same.
</RulesElement>
  <RulesElement name="Underfoot Hustle" type="Power" internal-id="ID_FMP_POWER_14394" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MOVE_ACTION,16,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Halfling </Prereqs>
    <Flavor> You roll between your enemy's legs and spring up on the other side. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Halfling Utility 16 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You shift up to your speed +2. You can move through squares occupied by enemies, but you must end your movement in an unoccupied square. Enemies whose spaces you move through in this way grant combat advantage to you until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_5 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
When you combine your small size with your quickness, you are truly in your element. Underfoot hustle lets you maneuver through an enemy's space so you can strike from an advantageous position.
</RulesElement>
  <RulesElement name="Extra Effort" type="Power" internal-id="ID_FMP_POWER_14395" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_NO_ACTION,2,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Human </Prereqs>
    <Flavor> You dig deep to find the strength to overcome an affliction. Doing so leaves you momentarily drained. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Human Utility 2 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You make a saving throw and dislike the result. </specific>
    <specific name="Effect"> Reroll the saving throw with a +2 power bonus. The next saving throw you make before the end of the encounter takes a -2 penalty. </specific>
    <specific name="Class"> ID_FMP_RACE_7 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Humans find ways to overcome adversity and adapt to any situation. Extra effort helps you mount the will to escape a dangerous situation.
</RulesElement>
  <RulesElement name="Rapid Move" type="Power" internal-id="ID_FMP_POWER_14396" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Human </Prereqs>
    <Flavor> You move with surprising swiftness, accomplishing more than most would think possible. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Human Utility 6 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Take a move action. </specific>
    <specific name="Class"> ID_FMP_RACE_7 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
As a human, you seek out ways to succeed where others find only failure. Your ingenuity helps you  push harder, move faster, and achieve more than  the longest-lived races. This power demonstrates a way you can push yourself beyond your normal limits.
</RulesElement>
  <RulesElement name="Flush with Success" type="Power" internal-id="ID_FMP_POWER_14397" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_FREE_ACTION,10,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Human </Prereqs>
    <Flavor> You feel your confidence build with each attack that hits home. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Human Utility 10 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You hit with an attack on your turn. </specific>
    <specific name="Effect"> After the attack is resolved, you gain 5 temporary hit points and can then shift up to half your speed.
	Level 16: 10 temporary hit points.
	Level 22: 15 temporary hit points. </specific>
    <specific name="Class"> ID_FMP_RACE_7 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
No matter what setbacks you face, each success drives you to press on. Flush with success rewards you for a victorious effort by giving you new vitality and the drive to move forward.
</RulesElement>
  <RulesElement name="Courageous Determination" type="Power" internal-id="ID_FMP_POWER_14398" source="Dragon Magazine 402">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,16,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Human </Prereqs>
    <Flavor> Your enemy's success pales before your stalwart resolve. You refuse to give up. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Human Utility 16 </specific>
    <specific name="Keywords"> Healing </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> An enemy bloodies you with an attack or hits you while you are bloodied. </specific>
    <specific name="Effect"> You can spend a healing surge and shift up to your speed. Until the start of your next turn, you gain a +2 power bonus to all defenses. </specific>
    <specific name="Class"> ID_FMP_RACE_7 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
The best and boldest humans learn from their errors and find ways to overcome their mistakes. If failure looms large, courageous determination gives you a chance to escape your doom and win the day.
</RulesElement>
<!--End Dragon 402 Racial Utilities -->
   <RulesElement name="Dwarven Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_9" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Proficiency with throwing hammer and warhammer </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(THROWING_HAMMER)" type="Proficiency" />
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(WARHAMMER)" type="Proficiency" />
      </rules>
You gain proficiency with the throwing hammer and the warhammer.
   </RulesElement>
   <RulesElement name="Cast-Iron Stomach" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_10" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +5 to saving throws against poison </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Saving Throws" value="+5" type="Racial" condition="against poison" />
      </rules>
You have a +5 racial bonus to saving throws against poison.
   </RulesElement>
   <RulesElement name="Encumbered Speed" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_11" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Armor or heavy load doesn&apos;t reduce your speed </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Speed" value="0" type="Armor" />
      </rules>
You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.
   </RulesElement>
   <RulesElement name="Trance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_14" source="Player&apos;s Handbook,Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Meditate aware 4 hours instead of sleep when extended resting </specific>
      <specific name="Level"> 1 </specific>
Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
   </RulesElement>
   <RulesElement name="Eladrin Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_15" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Proficiency with longsword </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGSWORD)" type="Proficiency" />
      </rules>
You gain proficiency with the longsword.
   </RulesElement>
   <RulesElement name="Eladrin Education" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_17" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Training in any one additional skill </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <select type="Skill Training" number="1" />
      </rules>
You gain training in one skill of your choice.
   </RulesElement>
   <RulesElement name="Elven Weapon Proficiency" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_20" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Proficiency with longbow and shortbow </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGBOW)" type="Proficiency" />
         <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORTBOW)" type="Proficiency" />
      </rules>
You gain proficiency with the longbow and the shortbow.
   </RulesElement>
   <RulesElement name="Bold" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_25" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +5 to saving throws against fear </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Saving Throws" value="+5" type="Racial" condition="against fear" />
      </rules>
You gain a +5 racial bonus to saving throws against fear.
   </RulesElement>
   <RulesElement name="Bonus Feat" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_29" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Gain extra feat at 1st level </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <select type="Feat" number="1" />
      </rules>
You gain a bonus feat at 1st level. You must meet the feat&apos;s prerequisites.
   </RulesElement>
   <RulesElement name="Dual Heritage" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_30" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Count as elf, half-elf, and human for feat prerequisites </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_COUNTSASRACE_ELF" type="CountsAsRace" />
         <grant name="ID_INTERNAL_COUNTSASRACE_HUMAN" type="CountsAsRace" />
      </rules>
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
   </RulesElement>
   <RulesElement name="Fire Resistance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_39" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have resist fire 5 + 1/2 level </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="_generic fire resist" value="+5" />
         <statadd name="_generic fire resist" value="+HALF-LEVEL" />
         <statadd name="resist:fire" value="_generic fire resist" type="resist" />
      </rules>
You have resist fire 5 + one-half your level.
   </RulesElement>
   <RulesElement name="Eladrin Will" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_350" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Will; +5 to saving throws against charm </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Will Defense" value="+1" type="Racial" />
         <statadd name="Saving Throws" value="+5" type="Racial" condition="against charm effects" />
      </rules>
You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.
   </RulesElement>
   <RulesElement name="Group Awareness" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_353" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Non-elf allies within 5 sq. gain +1 to Perception </specific>
      <specific name="Level"> 1 </specific>
You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
   </RulesElement>
   <RulesElement name="Bonus At-Will Power" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_356" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <Category> ID_FMP_RACIAL_TRAIT_2966 </Category>
      <specific name="Short Description"> Gain extra 1st-level at-will attack power from your class </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <select type="Power" name="Human Bonus At-Will" number="1" Category="$$CLASS,at-will,1" />
      </rules>
You know one extra 1st level at-will attack power from your class.
   </RulesElement>
   <RulesElement name="Nimble Reaction" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_361" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to AC against OAs </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="AC" value="+2" type="Racial" condition="against opportunity attacks" />
      </rules>
You gain a +2 racial bonus to AC against opportunity attacks.
   </RulesElement>
   <RulesElement name="Dragonborn Fury" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_379" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to attacks while bloodied </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Dragonborn Fury Bonus" value="+1" />
         <statadd name="attack rolls" value="+Dragonborn Fury Bonus" type="Racial" condition="when you&apos;re bloodied" />
      </rules>
When you&apos;re bloodied, you gain a +1 racial bonus to attack rolls.
   </RulesElement>
   <RulesElement name="Oversized" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_392" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Can use weapons one size larger </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_INTERNAL_OVERSIZED" type="Internal" />
      </rules>
You can use weapons of your size or one size larger than you as if they were your size.
   </RulesElement>
   <RulesElement name="Goblin Tactics" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_394" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the goblin tactics power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_1489 </specific>
      <specific name="type"> At-Will </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_1489(At-Will) </specific>
      <rules>
         <grant name="ID_FMP_POWER_1489" type="Power" />
         <modify Field="Power Usage" value="At-Will" />
      </rules>
You can use goblin tactics as an at-will power.
   </RulesElement>
   <RulesElement name="Change Shape" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_400" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the changeling disguise power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2472 </specific>
      <specific name="type"> At-Will </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2472 </specific>
      <rules>
         <grant name="ID_FMP_POWER_2472" type="Power" />
      </rules>
You have the changeling disguise power.
   </RulesElement>
   <RulesElement name="Living Construct" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_406" source="Eberron Player&apos;s Guide,Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> No need to eat, drink, breathe, or sleep </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_INTERNAL_CAN_USE_COMPONENTS" type="Internal" />
      </rules>
You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
   </RulesElement>
   <RulesElement name="Ferocity" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_411" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Make MBA as imm. interrupt when you drop </specific>
      <specific name="Level"> 1 </specific>
When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
   </RulesElement>
   <RulesElement name="Goring Charge" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_412" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the goring charge power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2480 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2480 </specific>
      <rules>
         <grant name="ID_FMP_POWER_2480" type="Power" />
      </rules>
You have the goring charge power.
   </RulesElement>
   <RulesElement name="Pack Attack" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_413" source="Dragon Magazine 367" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to melee damage against enemies with 2+ allies adjacent to it </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="melee:damage" value="+2" condition="against an enemy that has two or more of your allies adjacent to it" />
      </rules>
You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.
   </RulesElement>
   <RulesElement name="Shifty" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_416" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the shifty power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2479 </specific>
      <specific name="type"> At-Will </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2479(At-Will) </specific>
      <rules>
         <grant name="ID_FMP_POWER_2479" type="Power" />
         <modify Field="Power Usage" value="At-Will" />
      </rules>
You can use shifty as an at-will power.
   </RulesElement>
   <RulesElement name="Running Charge" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_418" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to speed when charging </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Speed" value="+2" condition="when you charge" />
      </rules>
When you charge, add 2 to your speed.
   </RulesElement>
   <RulesElement name="Iron Mind" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_420" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the iron mind power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2475 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2475 </specific>
      <rules>
         <grant name="ID_FMP_POWER_2475" type="Power" />
      </rules>
You have the Iron Mind Power.
   </RulesElement>
   <RulesElement name="Githyanki Willpower" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_424" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Will; +2 to saving throws against charm </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Will Defense" value="+1" />
         <statadd name="Saving Throws" value="+2" condition="against charm effects" />
      </rules>
You gain a +1 bonus to your Will defense, and a +2 bonus to saving throws against charm effects.
   </RulesElement>
   <RulesElement name="Reactive Stealth" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_426" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You can make Stealth check if you have cover or concealment when rolling initiative </specific>
      <specific name="Level"> 1 </specific>
If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
   </RulesElement>
   <RulesElement name="Longtooth Shifting" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_429" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the longtooth shifting power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2483 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2483 </specific>
      <rules>
         <grant name="ID_FMP_POWER_2483" type="Power" />
      </rules>
You have the longtooth shifting power.
   </RulesElement>
   <RulesElement name="Danger Sense" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_466" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to initiative </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Initiative" value="+2" type="Racial" />
      </rules>
You have a +2 racial bonus to initiative checks.
   </RulesElement>
   <RulesElement name="Elemental Origins" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_519" source="Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the elemental origin </specific>
      <specific name="Level"> 1 </specific>
Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
   </RulesElement>
  <RulesElement name="Trance (Drow)" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_564" source="Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Meditate aware 4 hours instead of sleep when extended resting </specific>
      <specific name="Level"> 1 </specific>
Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
   </RulesElement>
   <RulesElement name="Draconic Heritage" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_631" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Add Con modifier to healing surge value </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Healing Surge Value" value="+ABILITYMOD(con)" />
      </rules>
Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
   </RulesElement>
   <RulesElement name="Stand Your Ground" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_632" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Can move 1 sq. less with forced movement; can make saving throw to avoid falling prone from attack </specific>
      <specific name="Level"> 1 </specific>
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
	In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
   </RulesElement>
   <RulesElement name="Fey Origin" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_641" source="Player&apos;s Handbook,Player&apos;s Handbook 2,Player&apos;s Handbook 3,Forgotten Realms Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the fey origin </specific>
      <specific name="Level"> 1 </specific>
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
   </RulesElement>
   <RulesElement name="Wild Step" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_642" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Ignore difficult terrain when shifting </specific>
      <specific name="Level"> 1 </specific>
You ignore difficult terrain when you shift.
   </RulesElement>
   <RulesElement name="Group Diplomacy" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_644" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Allies within 10 sq. gain +1 to Diplomacy </specific>
      <specific name="Level"> 1 </specific>
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
   </RulesElement>
   <RulesElement name="Human Defense Bonuses" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_646" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Fortitude, Reflex, and Will </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Human Defense Bonuses" value="+1" />
         <statadd name="Fortitude Defense" value="+Human Defense Bonuses" type="Racial" />
         <statadd name="Reflex Defense" value="+Human Defense Bonuses" type="Racial" />
         <statadd name="Will Defense" value="+Human Defense Bonuses" type="Racial" />
      </rules>
You gain a +1 racial bonus to Fortitude, Reflex, and Will.
   </RulesElement>
   <RulesElement name="Bloodhunt" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_647" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to attacks against bloodied enemies </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Bloodhunt" value="+1" />
         <statadd name="attack rolls" value="+Bloodhunt" type="Racial" condition="against bloodied foes" />
      </rules>
You gain a +1 racial bonus to attack rolls against bloodied foes.
   </RulesElement>
   <RulesElement name="Predatory Eye" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_694" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the predatory eye power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2324 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2324(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_2324" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use predatory eye as an encounter power.
   </RulesElement>
   <RulesElement name="Mental Defense" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_710" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Will </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Will Defense" value="+1" type="Racial" />
      </rules>
You have a +1 racial bonus to Will.
   </RulesElement>
   <RulesElement name="Telekinetic Leap" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_711" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the telekinetic leap power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2474 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2474(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_2474" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use telekinetic leap as an encounter power.
   </RulesElement>
   <RulesElement name="Blood Fury" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_712" source="Dragon Magazine 367" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 (+4 at epic) to damage when bloodied </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="damage rolls" value="+2" condition="while you&apos;re bloodied" />
         <statadd name="damage rolls" value="+2" condition="while you&apos;re bloodied" requires="Epic Tier" />
      </rules>
While you&apos;re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
   </RulesElement>
   <RulesElement name="Ferocious Charge" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_713" source="Dragon Magazine 367" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the ferocious charge power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2476 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2476(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_2476" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use ferocious charge as an encounter power.
   </RulesElement>
   <RulesElement name="Goblin Reflexes" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_714" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Reflex </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Reflex Defense" value="+1" type="Racial" />
      </rules>
You gain a +1 racial bonus to your Reflex defense.
   </RulesElement>
   <RulesElement name="Battle Ready" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_715" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to initiative </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Initiative Misc" value="+2" />
      </rules>
You gain a +2 bonus to initiative checks.
   </RulesElement>
   <RulesElement name="Hobgoblin Resilience" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_716" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the hobgoblin resilience power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2478 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2478(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_2478" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use hobgoblin resilience as an encounter power.
   </RulesElement>
   <RulesElement name="Trap Sense" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_717" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to defenses against traps </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="AC" value="+2" condition="against traps" />
         <statadd name="Fortitude Defense" value="+2" condition="against traps" />
         <statadd name="Reflex Defense" value="+2" condition="against traps" />
         <statadd name="Will Defense" value="+2" condition="against traps" />
      </rules>
You gain a +2 bonus to defenses against traps.
   </RulesElement>
   <RulesElement name="Warrior&apos;s Surge" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_718" source="Monster Manual" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the warrior&apos;s surge power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2481 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2481(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_2481" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use warrior&apos;s surge as an encounter power.
   </RulesElement>
   <RulesElement name="Winterkin" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_719" source="Dragon Magazine 372" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Fortitude; +2 to death saving throws and against unconsciousness </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+1" type="Racial" />
         <statadd name="Death Saving Throws" value="+2" type="Racial" />
         <statadd name="Saving Throws" value="+2" type="Racial" condition="against the unconscious condition" />
      </rules>
Due to your connection to the Raven Queen, you gain a +1 racial bonus to your Fortitude defense. You also gain a +2 racial bonus to death saving throws and saving throws against the unconscious condition.
   </RulesElement>
   <RulesElement name="Razorclaw Shifting" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_720" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the razorclaw shifting power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_2484 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_2484 </specific>
      <rules>
         <grant name="ID_FMP_POWER_2484" type="Power" />
      </rules>
You have the razorclaw shifting power.
   </RulesElement>
   <RulesElement name="Warforged Mind" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_800" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Will </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Will Defense" value="+1" type="Racial" />
      </rules>
You have a +1 racial bonus to your Will.
   </RulesElement>
   <RulesElement name="Arcane Replenishment" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_860" source="Dragon Magazine 365" revision-date="10/5/2010 1:46:49 PM" >
      <specific name="Short Description"> 1/day + 1/milestone, can recharge magic item's (max level: your level + Int modifier) daily power during short rest (not the same item twice) </specific>
Your study of magic items has given you the ability to manipulate the power contained within such objects. You can restore energy drained from a magic item. During a short rest, you can recharge an item&apos;s daily power. You can recharge an item that has a level less than or equal to your level + your Intelligence modifier.
	You can use arcane replenishment once per day, plus you gain one additional use for each milestone you reach. An item can be recharged by arcane replenishment only once per day.
   </RulesElement>
   <RulesElement name="Components" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_861" source="Dragon Magazine 365" revision-date="10/5/2010 1:46:49 PM" >
      <specific name="Short Description"> Use runes, reagents, etc. for artifices; after extended rest, can prepare any components needed </specific>
Your weapons, implements, and other gear are inscribed with runes and mystic patterns. You carry esoteric reagents and materials, along with tiny crafted objects that you use to create your artifices (see below). Eventually, you also pack a large number of magic items. If you don&apos;t have what you need, you can transmute mundane materials into components. After an extended rest, you craft, imbue, or prepare the objects and compounds you need to use your powers for the day.
   </RulesElement>
   <RulesElement name="Acid Resistance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1065" source="Manual of the Planes" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have resist acid 5 + 1/2 level </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="_generic acid resist" value="+5" />
         <statadd name="_generic acid resist" value="+HALF-LEVEL" />
         <statadd name="resist:acid" value="_generic acid resist" type="resist" />
      </rules>
You have resist acid 5 + one-half your level.
   </RulesElement>
   <RulesElement name="Razor Storm" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1066" source="Manual of the Planes" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the razor storm power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_5599 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_5599(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_5599" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use razor storm as an encounter power.
   </RulesElement>
   <RulesElement name="Heedless Charge" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1092" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to AC against OAs while charging </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="AC" value="+2" type="Racial" condition="against opportunity attacks you provoke during a charge" />
      </rules>
You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
   </RulesElement>
   <RulesElement name="Astral Majesty" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1137" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to defenses against bloodied creatures </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="AC" value="+1" condition="against attacks made by bloodied creatures" />
         <statadd name="Fortitude Defense" value="+1" condition="against attacks made by bloodied creatures" />
         <statadd name="Reflex Defense" value="+1" condition="against attacks made by bloodied creatures" />
         <statadd name="Will Defense" value="+1" condition="against attacks made by bloodied creatures" />
      </rules>
You have a +1 bonus to all defenses against attacks made by bloodied creatures.
   </RulesElement>
   <RulesElement name="Astral Resistance" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1138" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have resist necrotic and resist radiant 5 + 1/2 level </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Astral Resistance" value="+5" />
         <statadd name="Astral Resistance" value="+HALF-LEVEL" />
         <statadd name="resist:necrotic" value="+Astral Resistance" type="resist" />
         <statadd name="resist:radiant" value="+Astral Resistance" type="resist" />
      </rules>
You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
   </RulesElement>
   <RulesElement name="Immortal Origin" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1139" source="Player&apos;s Handbook 2,Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the immortal origin </specific>
      <specific name="Level"> 1 </specific>
Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
   </RulesElement>
   <RulesElement name="Master Trickster" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1141" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> 1/encounter, can use ghost sound as minor action </specific>
      <specific name="Level"> 1 </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_1217(Encounter) </specific>
      <rules>
         <modify name="ID_FMP_POWER_1217" type="Power" Field="Display" value="Gnome Utility" requires="!ID_FMP_POWER_1217" />
         <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" requires="!ID_INTERNAL_CLASS_HYBRID" />
         <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="Encounter" requires="!ID_FMP_POWER_1217" />
         <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_RACE_20" requires="!ID_FMP_POWER_1217" />
         <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Minor Action" requires="!ID_FMP_POWER_1217" />
         <grant name="ID_FMP_POWER_1217" type="Power" requires="!ID_FMP_POWER_1217" />
      </rules>
Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
   </RulesElement>
   <RulesElement name="Trickster&apos;s Cunning" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1142" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +5 to saving throws against illusions </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Saving Throws" value="+5" type="Racial" condition="against illusions" />
      </rules>
You have a +5 racial bonus to saving throws against illusions.
   </RulesElement>
   <RulesElement name="Mountain&apos;s Tenacity" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1143" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Will </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Will Defense" value="+1" type="Racial" />
      </rules>
You have a +1 racial bonus to Will.
   </RulesElement>
   <RulesElement name="Powerful Athlete" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1144" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Roll twice when making Athletics check to jump or climb </specific>
      <specific name="Level"> 1 </specific>
When you make an Athletics check to jump or climb, roll twice and use either result.
   </RulesElement>
   <RulesElement name="Half-Orc Resilience" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1147" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Gain 5/10/15 (by tier) temp hp when first bloodied </specific>
      <specific name="Level"> 1 </specific>
The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.
   </RulesElement>
   <RulesElement name="Swift Charge" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1148" source="Player&apos;s Handbook 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to speed when charging </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Speed" value="+2" condition="when charging" />
      </rules>
You gain a +2 bonus to speed when charging.
   </RulesElement>
   <RulesElement name="Rancid Air" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1522" source="Monster Manual 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Gain poison aura 2: enemies that spend healing surge are weakened until end of its next turn </specific>
      <specific name="Level"> 1 </specific>
(Poison) aura 2: Any enemy that spends a healing surge within the aura is weakened until the end of its next turn.
   </RulesElement>
   <RulesElement name="Infernal Quils" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1523" source="Monster Manual 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the infernal quills power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_27 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_27(Encounter) </specific>
      <rules>
         <grant name="ID_FMP_POWER_27" type="Power" />
         <modify Field="Power Usage" value="Encounter" />
      </rules>
You can use infernal quills as an encounter power.
   </RulesElement>
   <RulesElement name="Flock Effect" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1524" source="Monster Manual 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Gain +3 (instead of +2) to attack against flanked creature, and grant +3 (instead of +2) to attacks and skill checks with aid another </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="attack rolls" value="+3" condition="against a creature you are flanking instead of the normal +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when aiding another instead of the normal +2 bonus" />
      </rules>
You gain a +3 bonus to attack rolls against a creature you are flanking instead of the normal +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when aiding another instead of the normal +2 bonus.
   </RulesElement>
   <RulesElement name="Mimicry" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1525" source="Monster Manual 2" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Mimic sounds and voices with successful Insight check (opposed by Bluff) </specific>
      <specific name="Level"> 1 </specific>
You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked.
   </RulesElement>
   <RulesElement name="Hardy Form" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1538" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +1 to Fortitude, Reflex, or Will </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <select type="Racial Trait" number="1" Category="Hardy Form" />
      </rules>
Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense.
   </RulesElement>
   <RulesElement name="Nature&apos;s Aspect" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1539" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Choose aspect of nature after extended rest </specific>
      <specific name="Level"> 1 </specific>
      <specific name="_PARSED_CHILD_FEATURES"> ID_FMP_RACIAL_TRAIT_1540, ID_FMP_RACIAL_TRAIT_1541, ID_FMP_RACIAL_TRAIT_1542 </specific>
      <specific name="Powers"> ID_FMP_POWER_7441,ID_FMP_POWER_7442,ID_FMP_POWER_7443 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <rules>
         <grant name="ID_FMP_RACIAL_TRAIT_1540" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_1541" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_1542" type="Racial Trait" />
      </rules>
Whenever you complete an extended rest, choose one of the following aspects of nature.
   </RulesElement>
   <RulesElement name="Aspect of the Ancients" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1540" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:46:51 PM" >
      <Category> ID_FMP_RACIAL_TRAIT_1539 </Category>
      <specific name="Short Description"> Can use the voyage of the ancients power </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_7441 </specific>
      <rules>
         <grant name="ID_FMP_POWER_7441" type="Power" />
      </rules>
You can use the voyage of the ancients power while you are in this aspect.
   </RulesElement>
   <RulesElement name="Aspect of the Destroyer" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1541" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:46:51 PM" >
      <Category> ID_FMP_RACIAL_TRAIT_1539 </Category>
      <specific name="Short Description"> Can use the wrath of the destroyer power </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_7442 </specific>
      <rules>
         <grant name="ID_FMP_POWER_7442" type="Power" />
      </rules>
You can use the wrath of the destroyer power while you are in this aspect.
   </RulesElement>
   <RulesElement name="Aspect of the Hunter" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1542" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:46:51 PM" >
      <Category> ID_FMP_RACIAL_TRAIT_1539 </Category>
      <specific name="Short Description"> Can use the pursuit of the hunter power </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_7443 </specific>
      <rules>
         <grant name="ID_FMP_POWER_7443" type="Power" />
      </rules>
You can use the pursuit of the hunter power while you are in this aspect.
   </RulesElement>
   <RulesElement name="Shapechanger" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1568" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the shapechanger keyword </specific>
      <specific name="Level"> 1 </specific>
You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
   </RulesElement>
   <RulesElement name="Changeling Trick" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1570" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the changeling trick power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_7546 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_7546 </specific>
      <rules>
         <grant name="ID_FMP_POWER_7546" type="Power" />
      </rules>
You have the changeling trick power.
   </RulesElement>
   <RulesElement name="Dual Soul" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1571" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Can make saving throws against dazing and dominating effects at start of turn (no retry at end of turn, if any) </specific>
      <specific name="Level"> 1 </specific>
At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
   </RulesElement>
   <RulesElement name="Telepathy 5" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1813" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have telepathy 5 </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Telepathy" value="+5" type="Telepathy" />
      </rules>
You can communicate with any other creature that has a language and is within line of sight and within 5 squares of you; this allows for two-way communication
   </RulesElement>
   <RulesElement name="Unsleeping Watcher" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1814" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> 4 hours of fully aware inactivity counts as extended rest </specific>
      <specific name="Level"> 1 </specific>
You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
   </RulesElement>
   <RulesElement name="Warforged Resilience" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1815" source="Eberron Player&apos;s Guide" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to saving throws against ongoing damage; can take the better of 10 and the result of death saving throw </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Saving Throws" value="+2" type="Racial" condition="against ongoing damage" />
      </rules>
You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
   </RulesElement>
   <RulesElement name="Defended Mind" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1861" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> +2 to saving throws against daze, dominate, and stun </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Saving Throws" value="+2" type="Racial" condition="against effects that daze, dominate, or stun" />
      </rules>
You have a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
   </RulesElement>
   <RulesElement name="Telepathy" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2326" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Yuo have telepathy 5 </specific>
      <specific name="Level"> 1 </specific>
You can communicate telepathically with any creature within 5 squares of you that has a language.
   </RulesElement>
   <RulesElement name="Crystalline Mind" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2327" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Gain resist 5/10/15 (by tier) psychic </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Crystalline Mind" value="+5" />
         <statadd name="Crystalline Mind" value="+5" requires="Paragon Tier" />
         <statadd name="Crystalline Mind" value="+5" requires="Epic Tier" />
         <statadd name="resist:psychic" value="+Crystalline Mind" type="resist" />
      </rules>
You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.
   </RulesElement>
   <RulesElement name="Shard Swarm" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2328" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> You have the shard swarm power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_11052 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_11052 </specific>
      <rules>
         <grant name="ID_FMP_POWER_11052" type="Power" />
      </rules>
You have the shard swarm power.
   </RulesElement>
   <RulesElement name="Vitality" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_2525" source="Player&apos;s Handbook 3" revision-date="10/5/2010 1:47:14 PM" >
      <specific name="Short Description"> Gain extra healing surge </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Healing Surges" value="+1" />
      </rules>
You have one additional healing surge.
   </RulesElement>
   <RulesElement name="Dragon Breath Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_STRENGTH" source="Player&apos;s Handbook" >
      <Category> Dragon Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Str for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
You use Strength as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Dragon Breath Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_DEXTERITY" source="Player&apos;s Handbook" >
      <Category> Dragon Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
You use Dexterity as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Dragon Breath Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DRAGON_BREATH_CONSTITUTION" source="Player&apos;s Handbook" >
      <Category> Dragon Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Con for Dragon Breath </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1448 </specific>
You use Constitution as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Powerful Breath Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_POWERFUL_BREATH_STRENGTH" source="Player&apos;s Handbook Races: Dragonborn" >
      <Category> Powerful Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Str for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_FEAT_2206 </specific>
      <rules>
         <textstring name="ID_FMP_POWER_1448:key ability" value="Strength!" />
      </rules>
You use Strength as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Powerful Breath Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_POWERFUL_BREATH_CONSTITUTION" source="Player&apos;s Handbook Races: Dragonborn" >
      <Category> Powerful Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Con for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_FEAT_2206 </specific>
      <rules>
         <textstring name="ID_FMP_POWER_1448:key ability" value="Constitution!" />
      </rules>
You use Constitution as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Powerful Breath Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_POWERFUL_BREATH_DEXTERITY" source="Player&apos;s Handbook Races: Dragonborn" >
      <Category> Powerful Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_FEAT_2206 </specific>
      <rules>
         <textstring name="ID_FMP_POWER_1448:key ability" value="Dexterity!" />
      </rules>
You use Dexterity as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Powerful Breath Intelligence" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_POWERFUL_BREATH_INTELLIGENCE" source="Player&apos;s Handbook Races: Dragonborn" >
      <Category> Powerful Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Int for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_FEAT_2206 </specific>
      <rules>
         <textstring name="ID_FMP_POWER_1448:key ability" value="Intelligence!" />
      </rules>
You use Intelligence as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Powerful Breath Wisdom" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_POWERFUL_BREATH_WISDOM" source="Player&apos;s Handbook Races: Dragonborn" >
      <Category> Powerful Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Wis for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_FEAT_2206 </specific>
      <rules>
         <textstring name="ID_FMP_POWER_1448:key ability" value="Wisdom!" />
      </rules>
You use Wisdom as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Powerful Breath Charisma" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_POWERFUL_BREATH_CHARISMA" source="Player&apos;s Handbook Races: Dragonborn" >
      <Category> Powerful Breath,Ability Choice </Category>
      <specific name="Short Description"> Use Cha for dragon breath </specific>
      <specific name="_SupportsID"> ID_FMP_FEAT_2206 </specific>
      <rules>
         <textstring name="ID_FMP_POWER_1448:key ability" value="Charisma!" />
      </rules>
You use Charisma as your key ability with &lt;i&gt;dragon breath&lt;/i&gt;.
   </RulesElement>
   <RulesElement name="Darkfire Intelligence" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DARKFIRE_INTELLIGENCE" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Darkfire,Ability Choice </Category>
      <specific name="Short Description"> Use Int for darkfire </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1831 </specific>
You use intelligence as your key ability with Darkfire.
   </RulesElement>
   <RulesElement name="Darkfire Wisdom" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DARKFIRE_WISDOM" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Darkfire,Ability Choice </Category>
      <specific name="Short Description"> Use Wis for darkfire </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1831 </specific>
You use wisdom as your key ability with Darkfire.
   </RulesElement>
   <RulesElement name="Darkfire Charisma" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DARKFIRE_CHARISMA" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Darkfire,Ability Choice </Category>
      <specific name="Short Description"> Use Cha for darkfire </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1831 </specific>
You use charisma as your key ability with Darkfire.
   </RulesElement>
   <RulesElement name="Firepulse Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_FIREPULSE_STRENGTH" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Firepulse,Ability Choice </Category>
      <specific name="Short Description"> Use Str for firepulse </specific>
      <specific name="Damage Stat"> true </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1766 </specific>
You use strength as your key ability with Firepulse.
   </RulesElement>
   <RulesElement name="Firepulse Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_FIREPULSE_CONSTITUTION" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Firepulse,Ability Choice </Category>
      <specific name="Short Description"> Use Con for firepulse </specific>
      <specific name="Damage Stat"> true </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1766 </specific>
You use constitution as your key ability with Firepulse.
   </RulesElement>
   <RulesElement name="Firepulse Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_FIREPULSE_DEXTERITY" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Firepulse,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for firepulse </specific>
      <specific name="Damage Stat"> true </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1766 </specific>
You use dexterity as your key ability with Firepulse.
   </RulesElement>
   <RulesElement name="Earthshock Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_EARTHSHOCK_STRENGTH" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Earthshock,Ability Choice </Category>
      <specific name="Short Description"> Use Str for earthshock </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1767 </specific>
You use strength as your key ability with Earthshock.
   </RulesElement>
   <RulesElement name="Earthshock Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_EARTHSHOCK_CONSTITUTION" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Earthshock,Ability Choice </Category>
      <specific name="Short Description"> Use Con for earthshock </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1767 </specific>
You use constitution as your key ability with Earthshock.
   </RulesElement>
   <RulesElement name="Earthshock Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_EARTHSHOCK_DEXTERITY" source="Forgotten Realms Player&apos;s Guide" >
      <Category> Earthshock,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for earthshock </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_1767 </specific>
You use dexterity as your key ability with Earthshock.
   </RulesElement>
   <RulesElement name="Razor Storm Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_RAZOR_STORM_STRENGTH" source="Manual of the Planes" >
      <Category> Razor Storm,Ability Choice </Category>
      <specific name="Short Description"> Use Str for razor storm </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_5599 </specific>
You use strength as your key ability with Razor Storm.
   </RulesElement>
   <RulesElement name="Razor Storm Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_RAZOR_STORM_CONSTITUTION" source="Manual of the Planes" >
      <Category> Razor Storm,Ability Choice </Category>
      <specific name="Short Description"> Use Con for razor storm </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_5599 </specific>
You use constitution as your key ability with Razor Storm.
   </RulesElement>
   <RulesElement name="Razor Storm Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_RAZOR_STORM_DEXTERITY" source="Manual of the Planes" >
      <Category> Razor Storm,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for razor storm </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_5599 </specific>
You use dexterity as your key ability with Razor Storm.
   </RulesElement>
   <RulesElement name="Improved Razor Storm Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_IMPROVED_RAZOR_STORM_STRENGTH" source="Manual of the Planes" >
      <Category> Improved Razor Storm,Ability Choice </Category>
      <specific name="Short Description"> Use Str for improved razor storm </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_5599 </specific>
You use strength as your key ability with Improved Razor Storm.
   </RulesElement>
   <RulesElement name="Improved Razor Storm Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_IMPROVED_RAZOR_STORM_CONSTITUTION" source="Manual of the Planes" >
      <Category> Improved Razor Storm,Ability Choice </Category>
      <specific name="Short Description"> Use Con for improved razor storm </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_5599 </specific>
You use constitution as your key ability with Improved Razor Storm.
   </RulesElement>
   <RulesElement name="Improved Razor Storm Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_IMPROVED_RAZOR_STORM_DEXTERITY" source="Manual of the Planes" >
      <Category> Improved Razor Storm,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for improved razor storm </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_5599 </specific>
You use dexterity as your key ability with Improved Razor Storm.
   </RulesElement>
   <RulesElement name="Blood Drain Strength" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_BLOOD_DRAIN_STRENGTH" source="Dragon Magazine Annual 2009,Dragon Magazine 371" >
      <Category> Blood Drain,Ability Choice </Category>
      <specific name="Short Description"> Use Str for blood drain </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_6579 </specific>
You use strength as your key ability with Blood Drain.
   </RulesElement>
   <RulesElement name="Blood Drain Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_BLOOD_DRAIN_CONSTITUTION" source="Dragon Magazine Annual 2009,Dragon Magazine 371" >
      <Category> Blood Drain,Ability Choice </Category>
      <specific name="Short Description"> Use Con for blood drain </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_6579 </specific>
You use constitution as your key ability with Blood Drain.
   </RulesElement>
   <RulesElement name="Blood Drain Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_BLOOD_DRAIN_DEXTERITY" source="Dragon Magazine Annual 2009,Dragon Magazine 371" >
      <Category> Blood Drain,Ability Choice </Category>
      <specific name="Short Description"> Use Dex for blood drain </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_6579 </specific>
You use dexterity as your key ability with Blood Drain.
   </RulesElement>
   <RulesElement name="Dominating Gaze Intelligence" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DOMINATING_GAZE_INTELLIGENCE" source="Dragon Magazine Annual 2009,Dragon Magazine 371" >
      <Category> Dominating Gaze,Ability Choice </Category>
      <specific name="Short Description"> Use Int for dominating gaze </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_6582 </specific>
You use intelligence as your key ability with Dominating Gaze.
   </RulesElement>
   <RulesElement name="Dominating Gaze Constitution" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DOMINATING_GAZE_CONSTITUTION" source="Dragon Magazine Annual 2009,Dragon Magazine 371" >
      <Category> Dominating Gaze,Ability Choice </Category>
      <specific name="Short Description"> Use Wis for dominating gaze </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_6582 </specific>
You use wisdom as your key ability with Dominating Gaze.
   </RulesElement>
   <RulesElement name="Dominating Gaze Dexterity" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_DOMINATING_GAZE_DEXTERITY" source="Dragon Magazine Annual 2009,Dragon Magazine 371" >
      <Category> Dominating Gaze,Ability Choice </Category>
      <specific name="Short Description"> Use Cha for dominating gaze </specific>
      <specific name="_SupportsID"> ID_FMP_POWER_6582 </specific>
You use charisma as your key ability with Dominating Gaze.
   </RulesElement>
   <RulesElement name="Hardy Form Fortitude" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_HARDY_FORM_FORTITUDE" source="Player&apos;s Handbook 3" >
      <Category> Hardy Form </Category>
	  <specific name="Short Description"> +1 to Fortitude </specific>
      <specific name="_SupportsID"> ID_FMP_RACIAL_TRAIT_1538 </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+1" type="Racial" />
      </rules>
You gain a +1 racial bonus to Fortitude.
   </RulesElement>
   <RulesElement name="Hardy Form Will" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_HARDY_FORM_WILL" source="Player&apos;s Handbook 3" >
      <Category> Hardy Form </Category>
	  <specific name="Short Description"> +1 to Will </specific>
      <specific name="_SupportsID"> ID_FMP_RACIAL_TRAIT_1538 </specific>
      <rules>
         <statadd name="Will Defense" value="+1" type="Racial" />
      </rules>
You gain a +1 racial bonus to Will.
   </RulesElement>
   <RulesElement name="Hardy Form Reflex" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_HARDY_FORM_REFLEX" source="Player&apos;s Handbook 3" >
      <Category> Hardy Form </Category>
	  <specific name="Short Description"> +1 to Reflex </specific>
      <specific name="_SupportsID"> ID_FMP_RACIAL_TRAIT_1538 </specific>
      <rules>
         <statadd name="Reflex Defense" value="+1" type="Racial" />
      </rules>
You gain a +1 racial bonus to Reflex.
   </RulesElement>
   <RulesElement name="Storm Spirit" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2155" source="Player's Handbook Races: Dragonborn" revision-date="10/5/2010 1:47:05 PM">
      <Category> 11 </Category>
      <specific name="Short Description" />
      <specific name="Level"> 11 </specific>
      <rules>
         <statadd name="resist:lightning" value="+10" type="resist" />
         <statadd name="resist:thunder" value="+10" type="resist" />
      </rules>
You gain resist 10 lightning 10 and resist 10 thunder.
   </RulesElement>
   
   
   
<!-- Dragon Magazine 404 -->   
<!-- Hengeyokai -->   
<RulesElement name="Hengeyokai" type="Race" internal-id="ID_FMP_RACE_HENGEYOKAI" source="Dragon Magazine 404" >
      <Prereqs> ~HENGEYOKAI </Prereqs>
      <Flavor> Wily beasts with the ability to assume human form. </Flavor>
      <specific name="Size"> Medium (human or hybrid form) </specific>
      <specific name="Speed"> 7 squares </specific>
      <specific name="Characteristics"> Agile, chaotic, elusive, independent, mischievous, quick, protective, reclusive, secretive, unpredictable, wild </specific>
      <specific name="Physical Qualities"> Hengeyokai are agile creatures, but their other physical attributes vary according to their subrace. Twelve subraces are known to exist: badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, and sparrow. Legends abound of other subraces, such as frog, lizard, and weasel, in addition to larger beings such as tigers, dolphins, and pandas; however, no human has ever confirmed their existence.
  The race is exceptionally long-lived, with an unusual life cycle. Hengeyokai can live for over 200 years, but for the first century they exist only as animals and cannot assume another form. Except for their extended life span and above-average intelligence, immature hengeyokai differ little from mundane animals. Once they reach 100 years of age, they can assume hybrid and human forms. At this point, they are the equivalent of human adolescents, but any memories of their previous existence are hazy and indistinct.
  All hengeyokai can assume three distinct forms.
  Animal Form: In animal form, hengeyokai are nearly indistinguishable from normal animals; only careful observation of their behavior can uncover their intelligence. They are exceptionally mobile in this form and often assume it for the purpose of exploration or reconnaissance. Hengeyokai cannot speak in animal form, but they can communicate with beasts similar to themselves.
  Hybrid Form: In this form, hengeyokai stand at their human height on their hind legs or similar appendages. They assume an overall humanoid shape, with front paws, wings, or fins changing into hands that are capable of gripping and using weapons and other equipment, but retain their animalistic appearance, including fur, scales, feathers, tails, and other characteristics. They can speak any languages they know and are still able to communicate with animals. Hengeyokai prefer to assume this form among their own kind or trusted companions of other races.
  Human Form: Each hengeyokai can assume the form of a unique human. While individuals&apos; appearance varies according to the region in which they were born, on average they are shorter and slighter than their human neighbors. Even in human form, hengeyokai always display some animalistic features. For example, a sparrow hengeyokai might have a sharp, beaklike nose; a crab hengeyokai, larger-than-normal hands; and a rat hengeyokai, beady eyes or a long, thin mustache. Hengeyokai in human form can speak any language they know but can no longer directly communicate with animals, though they can still understand them. </specific>
      <specific name="Playing"> When creating a hengeyokai character, here are a few points to consider.
  You straddle multiple realms. Hengeyokai embody several, often conflicting worlds. Are you more animal or human? Spirit or mortal? Do you feel more comfortable in the wilderness or amid the trappings of civilization? How you answer these questions largely defines who you are, but these inherent tensions tear you in different directions, causing you to act unpredictably by the standards of other races. Many adventuring hengeyokai do so to get a better sense of themselves. What do you hope to discover about yourself during your journeys?
  Guardian, predator, or recluse? Most hengeyokai want to live alone in peace, but others interact with human society more frequently. How do you relate to your neighbors? Those who see themselves as more part of the mortal world will often live among humans and sometimes become the guardians of the families or small villages they encounter; even evil hengeyokai are occasionally forced into this role, though they&apos;re more likely to regard their charges as possessions or meal tickets. Hengeyokai who feel superior to their neighbors because of their heritage often become heartless predators, at best using humans for personal gain.
  Your freedom is paramount. When you see animals caged in pens or tied to stakes, you shake your head in sadness. You would rather die than suffer such a fate. As a result, you are constantly on the move, even if you remain in the same area, and you strive to limit your attachments, since not all shackles are literal. Something or someone has to be very important to you to make you stay in one place for a lengthy period. What do you value as much as your own freedom?
  Your wits are a weapon. You&apos;re not as big or as powerful as other races, but you make up for that with your wits. Be smart and fast, and make sure to ake advantage of opportunities as they arise, especially those of your own design. Hone this weapon with mischief; it&apos;s better for a merchant to catch you stealing now than for a daimyo&apos;s guard to do so later. </specific>
      <specific name="Vision"> Low-light </specific>
      <specific name="Average Height"> 4&apos; 10&quot;-5&apos; 6&quot; </specific>
      <specific name="Average Weight">100-140 lb. </specific>
      <specific name="Ability Scores"> +2 Dexterity; +2 Wisdom or +2 Charisma </specific>
      <specific name="Languages"> Common, choice of one other </specific>
      <specific name="Skill Bonuses"> +2 Bluff, +2 to a skill determined by your animal form. </specific>
      <specific name="Short Description"> Hengeyokai are a race of intelligent, shapeshifting animals native to Kara-Tur that can freely assume human form or a bipedal hybrid form. </specific>
      <specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_H1,ID_FMP_RACIAL_TRAIT_641,ID_FMP_RACIAL_TRAIT_H2,ID_FMP_RACIAL_TRAIT_1568,ID_FMP_RACIAL_TRAIT_H3,ID_FMP_RACIAL_TRAIT_H4 </specific>
      <rules>
         <grant name="ID_INTERNAL_GRANTS_HENGEYOKAI" type="Grants" />
         <statadd name="Speed" value="+7" />
         <textstring name="Average Height" value="4&apos; 10&quot;-5&apos; 6&quot;" />
         <textstring name="Average Weight" value="100-140 lb." />
         <textstring name="Size" value="Medium" />
		 <select type="Race Ability Bonus" number="1" Category="Wisdom|Charisma" />
		 <select type="Language" number="1" Category="Starting" />
      </rules>
Play a Hengeyokai if you want ...
*	to be a member of a race that favors the assassin, monk, rogue, or sorcerer classes.
   </RulesElement>
   <RulesElement name="HENGEYOKAI" type="Grants" internal-id="ID_INTERNAL_GRANTS_HENGEYOKAI" source="Dragon Magazine #404" >
      <specific name="_SupportsID"> ID_FMP_RACE_HENGEYOKAI </specific>
      <rules>
         <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
         <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
         <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_DEXTERITY" type="Race Ability Bonus" />
         <grant name="ID_FMP_LANGUAGE_1" type="Language" />
         <grant name="ID_INTERNAL_RACIAL_TRAIT_BLUFF_BONUS" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_H1" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_H2" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_1568" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_H3" type="Racial Trait" />
         <grant name="ID_FMP_RACIAL_TRAIT_H4" type="Racial Trait" />
         <grant name="ID_HENGEYOKAI_FORM" type="Racial Trait" />
      </rules>
   </RulesElement>
   <RulesElement name="Elusive" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_H1" source="Dragon Magazine #404" >
      <specific name="Short Description"> +1 to Reflex </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <statadd name="Reflex Defense" value="+1" type="Racial" />
      </rules>
You have a +1 racial bonus to Reflex.
   </RulesElement>
   <RulesElement name="Beast Nature" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_H2" source="Dragon Magazine #404" >
      <specific name="Short Description"> You are both a magical beast and a humanoid </specific>
	  <specific name="Level"> 1 </specific>
	  You are considered both a magical beast and a humanoid for the purpose of effects that relate to creature type.
   </RulesElement>
   <RulesElement name="Language of Beasts" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_H3" source="Dragon Magazine #404" >
      <specific name="Short Description"> You can speak with animals that are like you </specific>
	  <specific name="Level"> 1 </specific>
	While you are in animal or hybrid form, you can communicate with any natural or fey beasts that share your animal form or a form that is closely related (for example, a dog hengeyokai can communicate with a wolf). In human form, you can understand these beasts but cannot directly communicate with them. 
	You can communicate simple concepts and commands to such creatures, but they are underno compulsion to obey you, and their knowledge is restricted by their experience and mobility. Beasts you talk to are not necessarily friendly; your DM may require skill checks to influence their attitude.
   </RulesElement>
   <RulesElement name="Nature&apos;s Mask" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_H4" source="Dragon Magazine #404" >
      <specific name="Short Description"> You have the nature&apos;s mask power. </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_H1 </specific>
      <specific name="type"> At-Will </specific>
      <specific name="Class" />
      <specific name="_DisplayPowers"> ID_FMP_POWER_H1 </specific>
      <rules>
         <grant name="ID_FMP_POWER_H1" type="Power" />
      </rules>
You have the nature&apos;s mask power.
   </RulesElement>
   <RulesElement name="Nature&apos;s Mask" type="Power" internal-id="ID_FMP_POWER_H1" source="Dragon Magazine #404" >
      <Category> ID_FMP_RACIAL_TRAIT_H4,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
      <Prereqs> Unselectable </Prereqs>
      <Flavor> You swiftly assume the guise of either human or beast. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hengeyokai Racial Utility </specific>
      <specific name="Keywords"> Polymorph </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check.
   None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You cannot speak. You otherwise retain your game statistics.
   You gain a movement benefit based on your form.
   Special: You can use this power only once per round. </specific>
      <specific name="_Associated Feats" />
      <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_H4 </specific>
   </RulesElement>
   <RulesElement name="Animal Form" type="Racial Trait" internal-id="ID_HENGEYOKAI_FORM" source="Dragon Magazine #404" >
      <specific name="Short Description"/>
      <specific name="_CS_ShortDescription"> @ </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="_PARSED_SUB_FEATURES"> ID_FMP_RACIAL_TRAIT_BADGER, ID_FMP_RACIAL_TRAIT_CARP, ID_FMP_RACIAL_TRAIT_CAT, ID_FMP_RACIAL_TRAIT_CRAB, ID_FMP_RACIAL_TRAIT_CRANE, ID_FMP_RACIAL_TRAIT_DOG, ID_FMP_RACIAL_TRAIT_FOX, ID_FMP_RACIAL_TRAIT_HARE, ID_FMP_RACIAL_TRAIT_MONKEY, ID_FMP_RACIAL_TRAIT_RACOON_DOG, ID_FMP_RACIAL_TRAIT_RAT, ID_FMP_RACIAL_TRAIT_SPARROW </specific>
	  <rules>
          <select type="Racial Trait" number="1" Category="Animal Form" />
      </rules>
Animal Form
   </RulesElement>
   <RulesElement name="Badger" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_BADGER" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Badger form and +2 Endurance </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Badger: You gain a burrow speed equal to half your speed." />
	   </rules>
You can turn into a badger and gain a +2 racial bonus to Endurance. While in animal form using Nature's Mask, you gain a burrow speed equal to half your speed.
   </RulesElement>
   <RulesElement name="Carp" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_CARP" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Carp form and +2 Endurance </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_ENDURANCE_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Carp: You gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater." />
	   </rules>
You can turn into a carp and gain a +2 racial bonus to Endurance. While in animal form using Nature's Mask, you gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater.
   </RulesElement>
   <RulesElement name="Cat" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_CAT" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Cat form and +2 Acrobatics </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_ACROBATICS_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Cat: You gain a climb speed equal to half your speed." />
	   </rules>
You can turn into a cat and gain a +2 racial bonus to Acrobatics.  While in animal form using Nature's Mask, you gain a climb speed equal to half your speed.
   </RulesElement>
   <RulesElement name="Crab" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_CRAB" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Crab form and +2 Intimidate </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_INTIMIDATE_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Crab: You gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater." />
	   </rules>
You can turn into a crab and gain a +2 racial bonus to Intimidate. While in animal form using Nature's Mask, you gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater.
   </RulesElement>
   <RulesElement name="Crane" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_CRANE" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Crane form and +2 Nature </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Crane: your land speed becomes 1, and you gain a fly speed of 6." />
	   </rules>
You can turn into a crane and gain a +2 racial bonus to Nature. While in animal form using Nature's Mask, your land speed becomes 1, and you gain a fly speed of 6.
   </RulesElement>
   <RulesElement name="Dog" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_DOG" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Dog form and +2 Insight </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_INSIGHT_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Dog: Your speed increases by 2." />
	   </rules>
You can turn into a dog and gain a +2 racial bonus to Insight. While in animal form using Nature's Mask, your speed increases by 2.
   </RulesElement>
   <RulesElement name="Fox" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_FOX" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Fox form and +2 Stealth </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Fox: Your speed increases by 2." />
	   </rules>
You can turn into a fox and gain a +2 racial bonus to Stealth. While in animal form using Nature's Mask, your speed increases by 2.
   </RulesElement>
   <RulesElement name="Hare" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_HARE" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Hare form and +2 Athletics </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_ATHLETICS_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Hare: Your speed increases by 2." />
	   </rules>
You can turn into a hare and gain a +2 racial bonus to Athletics. While in animal form using Nature's Mask, your speed increases by 2.
   </RulesElement>
   <RulesElement name="Monkey" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_MONKEY" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Monkey form and +2 Athletics </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_ATHLETICS_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Monkey: You gain a climb speed equal to half your speed." />
	   </rules>
You can turn into a monkey and gain a +2 racial bonus to Athletics. While in animal form using Nature's Mask, you gain a climb speed equal to half your speed.
   </RulesElement>
   <RulesElement name="Raccoon Dog" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_RACCOON_DOG" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Raccoon Dog form and +2 Stealth </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Raccoon Dog: You gain a climb speed equal to half your speed." />
	   </rules>
You can turn into a raccoon dog and gain a +2 racial bonus to Stealth. While in animal form using Nature's Mask, you gain a climb speed equal to half your speed.
   </RulesElement>
   <RulesElement name="Rat" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_RAT" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Rat form and +2 Thievery </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_THIEVERY_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Rat: You gain a climb speed equal to half your speed." />
	   </rules>
You can turn into a rat and gain a +2 racial bonus to Thievery. While in animal form using Nature's Mask, you gain a climb speed equal to half your speed.
   </RulesElement>
   <RulesElement name="Sparrow" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_SPARROW" source="Dragon Magazine #404" >
       <Category> Animal Form </Category>
	   <specific name="Short Description"> Sparrow form and +2 Perception </specific>
	   <specific name="_SupportsID"> ID_HENGEYOKAI_FORM </specific>
	   <rules>
	      <grant name="ID_INTERNAL_RACIAL_TRAIT_PERCEPTION_BONUS" type="Racial Trait" />
		  <modify type="Power" name="Nature&apos;s Mask" Field="Animal Form" value="Sparrow: your land speed becomes 1, and you gain a fly speed of 6." />
	   </rules>
You can turn into a sparrow and gain a +2 racial bonus to Perception. While in animal form using Nature's Mask, your land speed becomes 1, and you gain a fly speed of 6.
   </RulesElement>
   
   
<!-- Heroes of the Feywild --> 
<!-- Pixie -->
<RulesElement name="Pixie" type="Race" internal-id="ID_FMP_RACE_61" source="Heroes of the Feywild" >
	<Prereqs> ~PIXIE </Prereqs>
	<Flavor> Magical fairy folk, childlike mischief-makers, enchanted caretakers of nature </Flavor>
	<specific name="Size"> Tiny </specific>
	<specific name="Speed"> 4 squares, fly 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load. </specific>
	<specific name="Characteristics"> Pixie Characteristics: Brave, charming, childlike, energetic, fierce, magical, mischievous, outgoing, playful, possessive, stealthy, vigilant </specific>
	<specific name="Physical Qualities"> Barely over a foot tall, pixies resemble diminutive eladrin with gossamer wings. These wings sprout from their backs like those of dragonflies or butterflies, but are grander and more beautiful than either. Pixie wings come in as many colors as there are shapes to dreams. Despite their almost insubstantial quality, they are as bright as the clear dawn and as luminous as the full moonrise.
	Pixies rarely appear to onlookers unless they wish to be seen, and other people who happen to spot a pixie are astonished at the first sight of these tiny fey. When pixies fly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. Pixie dust is said to be composed of the dreams of the living forest, the gold of the brightest sunbeams, and the starlight cast upon lovers. When such elements are combined as one, they elevate the soul and grant the ability to fly.
	Pixies' eyes come in as many different  colors as their wings. When pixies interact with mortals in the world, their eyes appear to have pupils. However, the natural state of a pixie's eye is a single glittering orb like that of an eladrin.
	Pixies wear light, ephemeral clothing that grants maneuverability while they fly. Noble pixies array themselves like princes and  princesses of the fey, wearing flowing gowns and doublets of spider and caterpillar silk that sparkle like moonlight on a pond. Wild pixies dress themselves in acorns, leaves and bark, and the pelts of woodland beasts. Pixies prefer armor made of acorns, insect chitin, leather, the scales of reptiles, stiff bark, or fine mithral mail. They rarely wear heavy armor.
	Pixies live as long as eladrin. In the Feywild, the race measures time in centuries, and pixies are effectively immortal unless they are slain. However, legends claim that some pixies are so bound to their human reflections in the world that they perish when that human dies. 
SPECIAL RULES
As a pixie, keep the following rules in mind.
	Sharing a Space: Because you are Tiny, you can enter the space of a Small or larger creature and end your turn there (forced movement must still end in an unoccupied space, unless noted otherwise). Two creatures are considered adjacent if they are in the same square.
	Altitude Limit: You fall at the end of your turn if you are using your racial fly speed  and are more than 1 square above the ground (see the rules for flying and falling in the Rules Compendium).
	Weapons: Because you follow the same weapon rules as a Small creature, you cannot use a two-handed weapon unless it has the small property. When you use a versatile weapon, you must use it two-handed but don't gain the normal +1 bonus to damage for using it in that manner. </specific>
	<specific name="Playing"> An enchanted race born of raw fey magic, pixies are the diminutive fairy folk of the Feywild. Under the direction of the Court of Stars, they etch the patterns of frost on the winter ponds and rouse the buds in springtime. They cause flowers to grow and sparkle with summer dew, and they color the leaves with the blazing hues of autumn. Some believe that the pixies stole the secret of honey from the mead goblet of the Summer Queen, then sold it to the bees. It is said that they taught the birds to fly and to sing. These childlike sprites have a penchant for mischievous fun, and there is no game a pixie will not play, no sport it will not attempt, and no revelry it will avoid or decline. 
	Once upon a time in the green-gold of the dawning world, the Summer Queen gave birth to a beautiful child. No one knew which of the archfey was the child's father, and the Summer Queen refused to say. Powerful archfey of the Court of Stars gathered around her so that each in turn might bestow his gift on the new fey royalty, for each believed the child was his own.
	The first gift came from the child's mother- the gift of whimsy, so that like the warm winds of summer, she might roam wherever she pleased.
	"But whimsy needs a course and a direction, lest it give way to the destruction of storms," said the Sea Lord, who believed the child was his own. "As young rivers play upon the land before maturing into the great wide sea, so shall the child play." And he bestowed the gift of play on the fey child. 	Then Oran the Green Lord, who also believed the child was his own, said, "Like the frivolous waters, play can overreach its bounds and wreck the labor of others. So I give this child the gift of care. As young seeds are nurtured in the earth that bounds the rivers and the seas, so shall the child care for all things green and alive."
	The Prince of Frost, who knew the child to be his sister, only laughed at the other archfey. "By her silence does the Summer Queen have us doing her bidding for the sake of a child whose provenance we will never know," he said. "And so laughter is my gift to the child. Laughter is the north wind's breath that elevates the spirit in the face of those that would channel, bind, or control it."
	So the child was blessed with the four gifts the Court of Stars had bestowed upon her-whimsy, play, care, and laughter. But after the others had departed, the child's true father secretly appeared beside her gossamer cradle. And then, Corellon, lord of arcane magic, blessed his daughter with the gift of wonder that is the purest form of magic, so that she and all her descendants should ever retain their childlike spirits.
	Legends of the mortal realm say that because the Feywild is the bright reflection of the world, pixies are a reflection of humanity. As the bards tell it, whenever a human child is born, a pixie also comes into existence. The personalities of the two races are indistinguishable during the first few years of life. However, human adolescents cast off their childhood ways, while pixies retain them forever. Sometimes pixies feel compassion for mortals who retain a degree of childhood innocence. They often watch over such humans, secretly aiding their "flawed" reflections with magic when they fall on ill circumstances.
	In the world, pixies were once as prevalent as they were in the Feywild. However, during the years that mortals have ruled, they have diminished and gone into decline. As humanoid civilizations began to flourish, they encroached on the pixies' homelands, pushing the fairy folk back into the Feywild and into the dark unknown beyond civilization. </specific>
	<specific name="Vision"> Low-light </specific>
	<specific name="Average Height"> 0'6"-1' </specific>
	<specific name="Average Weight"> 1-4 lb. </specific>
	<specific name="Ability Scores"> +2 Charisma, +2 Dexterity or +2 Intelligence </specific>
	<specific name="Languages"> Common, Elven </specific>
	<specific name="Skill Bonuses"> +2 Nature, +2 Stealth </specific>
	<specific name="Short Description"> Childlike fairies full of wonder and magic, the tiny pixies fly on vibrant wings and vanish into thin air on a whim. </specific>
	<specific name="Male Names"> Acorn, Barleycorn, Briarthorn, Buckthorn, Dogwood, Hawthorn, Hayseed, Hazelwood, Hoarfrost, Juniper, Maplesap, Mistlethrush, Nettle, Pinecone, Sparrowhawk, Thistledown </specific>
	<specific name="Female Names"> Appleblossom, Bluebell, Cobweb, Cottonwood, Dewdrop, Heartsease, Holly, Hyacinth, Ivy, Larksong, Lilyflower, Mistletoe, Moth, Mustardseed, Peasblossom, Willowbough </specific>
	<specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_4119, ID_FMP_RACIAL_TRAIT_4120, ID_FMP_RACIAL_TRAIT_4121 </specific>
	<rules>
		<grant name="ID_INTERNAL_GRANTS_PIXIE" type="Grants" />
		<statadd name="Speed" value="+4" />
		<textstring name="Average Height" value="0&apos; 6&quot;-1&apos; 0&quot;" />
        <textstring name="Average Weight" value="1-4 lb." />
		<textstring name="Size" value="Tiny" />
		<select type="Race Ability Bonus" number="1" Category="Dexterity|Intelligence" />
	</rules>
	Play a Pixie if you want ...
</RulesElement>
<RulesElement name="Pixie" type="Grants" internal-id="ID_INTERNAL_GRANTS_PIXIE" source="Heroes of the Feywild">
	<specific name="_SupportsID"> ID_FMP_RACE_61 </specific>
	<rules>
		<grant name="ID_INTERNAL_SIZE_SMALL" type="Size" />
		<grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
		<grant name="ID_FMP_RACIAL_TRAIT_4119" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_4120" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_4121" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
		<grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
		<grant name="ID_FMP_LANGUAGE_1" type="Language" />
        <grant name="ID_FMP_LANGUAGE_4" type="Language" />
		<grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
		<grant name="ID_INTERNAL_RACIAL_TRAIT_STEALTH_BONUS" type="Racial Trait" />
	</rules>
</RulesElement>
<RulesElement name="Pixie" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_PIXIE" source="Heroes of the Feywild">
    <specific name="_SupportsID"> ID_FMP_RACE_61 </specific>
You count as a pixie for meeting prerequisites.
</RulesElement>
<RulesElement name="Speak with Beasts" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4119" source="Heroes of the Feywild">
    <specific name="Short Description"> You can communicate with natural beasts and fey beasts. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
You can communicate with natural beasts and fey beasts.
</RulesElement>
<RulesElement name="Wee Warrior" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4120" source="Heroes of the Feywild">
    <specific name="Short Description"> You have reach 1, suffer -5 penalty to Str checks to break or open objects and follow weapon rules for small creatures. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
  
You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.
</RulesElement>
<RulesElement name="Pixie Magic" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4121" source="Heroes of the Feywild">
    <specific name="Short Description"> Gain the pixie dust and shrink powers. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_15835,ID_FMP_POWER_15836 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15835,ID_FMP_POWER_15836 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15835" type="Power" />
			<grant name="ID_FMP_POWER_15836" type="Power" />
		</rules>
You have the pixie dust and shrink powers.
</RulesElement>
<RulesElement name="Pixie Dust" type="Power" internal-id="ID_FMP_POWER_15835" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_RACIAL_TRAIT_4121,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_61,ID_INTERNAL_CATEGORY_MOVE_ACTION </Category>
    <Prereqs> Pixie Race or Pixie CountsAsRace </Prereqs>
    <Flavor> You hurl a bright globe of fey magic that grants your friend the ability to soar through the air for a moment. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Pixie Utility  </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One ally </specific>
    <specific name="Effect"> The target can fly up to 6 squares as a free action. </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_4121 </specific>
</RulesElement>
  
<RulesElement name="Shrink" type="Power" internal-id="ID_FMP_POWER_15836" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_RACIAL_TRAIT_4121,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_61,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Prereqs> Pixie Race or Pixie CountsAsRace </Prereqs>
    <Flavor> At your touch, an object shrinks to your wee size or is restored to its original state. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Pixie Utility  </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> One object that is sized for a Medium or Small creature, is not inside a container, does not contain anything, and is not held, worn, or carried by anyone other than you. </specific>
    <specific name="Effect"> The target shrinks to a size appropriate for a Tiny creature's use. The new size ends at the end of your next extended rest unless the shrunken target is on your person. The size also ends if you or another pixie uses this power on the shrunken target. While shrunk, the target keeps its game statistics, such as damage dice and weight. A shrunken weapon, however, becomes an improvised one-handed weapon for a non-Tiny creature. </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_4121 </specific>
</RulesElement>
<RulesElement name="Ventriloquist Prank" type="Power" internal-id="ID_FMP_POWER_15837" source="Heroes of the Feywild" revision-date="00/00/0000 00:00:00 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
	  <Prereqs> Pixie </Prereqs>
	  <Flavor> You gleefully project an aLarming noise that distracts and hinders your foe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Pixie Utility 2 </specific>
      <specific name="Keywords"> Illusion </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Ranged 5 </specific>
	  <specific name="Target"> One creature that isn't deafened </specific>
	  <specific name="Effect"> Roll a d6 to determine the power's effect.
1-3: You slide the target up to 2 squares, but not into hindering terrain.
4-6: The target grants combat advantage until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_61 </specific>
	  <specific name="Level"> 2 </specific>
	  <specific name="Power Type"> Utility </specific>
Pixies delight in causing mischief by creating disembodied voices to startle gullible mortals. With their ability to communicate with all manner of birds and beasts, pixies can mimic a staggering range of sounds. Focusing that ability through your magic, you leave your disconcerted foe uncertain which way to move or unable to defend itself.
</RulesElement>
  <RulesElement name="Pixie Invisibility" type="Power" internal-id="ID_FMP_POWER_15838" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,6,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Pixie </Prereqs>
    <Flavor> Focusing all your concentration, you vanish from sight. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Pixie Utility 6 </specific>
    <specific name="Keywords"> Illusion </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You become invisible until you attack or until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
As a tiny creature of equal parts mischief and magic, you must remain unseen to carry out your best tricks. Creeping carefully and invisibly under the noses of friend and foe alike, you are a spy and a saboteur beyond compare.
</RulesElement>
  <RulesElement name="Gift of Flight" type="Power" internal-id="ID_FMP_POWER_15839" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_INTERNAL_CATEGORY_MINOR_ACTION,10,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Pixie </Prereqs>
    <Flavor> With a sprinkling of pixie dust, your companions take to the air. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Pixie Utility 10 </specific>
    <specific name="Keywords" />
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each ally in the burst </specific>
    <specific name="Effect"> Each target gains a fly speed of 6 until the end of his or her next turn. If the target doesn't land at the end of this movement, he or she descends to the ground without taking falling damage. </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
When you fly, you leave a trail of pixie dust glittering in your wake. By tossing up a shower of that same dust, you grant your allies the freedom of flight for a time.
</RulesElement>
  <RulesElement name="Fairy Dance" type="Power" internal-id="ID_FMP_POWER_15840" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_6,ID_INTERNAL_CATEGORY_MINOR_ACTION,16,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Pixie </Prereqs>
    <Flavor> You strike up the enchanted music of the fey, granting your companions grace even as your foes trip and fumble around you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Pixie Utility 16 </specific>
    <specific name="Keywords"> Aura, Charm </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You activate an aura 2 that lasts until the end of your next turn. Any ally who starts his or her turn in the aura can shift 1 square during that turn as a free action. Any enemy that starts its turn in the aura is slowed until the start of its next turn. </specific>
    <specific name="Sustain Minor"> The aura persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
The fey are well known for their wild, chaotic revelry. In fairy rings beneath the light of the moon, pixies lure mortals to join in their dances. However, only those you favor will be able to keep up with you. With this power, you compel every creature around you to dance to your tune.
</RulesElement>
  <RulesElement name="Pixie Teleport Trick" type="Power" internal-id="ID_FMP_POWER_15841" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_INTERNAL_CATEGORY_ANY_CLASS,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MINOR_ACTION,22,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_FMP_CLASS_906,ID_FMP_CLASS_907,ID_FMP_CLASS_908,ID_FMP_CLASS_909,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1 </Category>
    <Prereqs> Pixie </Prereqs>
    <Flavor> Even as you reel from a foe's attack, you vanish in a puff of fragrant smoke and reappear a safe distance away. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Pixie Utility 22 </specific>
    <specific name="Keywords"> Teleportation </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the end of the encounter, whenever an enemy attacks you, you can use an immediate reaction to teleport up to 5 squares. </specific>
    <specific name="Class"> ID_FMP_RACE_61 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
As a child of the Feywild, you are in tune with the shortcuts between dimensions. With your pixie teleport trick, you disappear and reappear to confound an enemy's efforts to get the better of you in battle.
</RulesElement>
<!-- Satyr -->
<RulesElement name="Satyr" type="Race" internal-id="ID_FMP_RACE_62" source="Heroes of the Feywild">
    <Prereqs> ~SATYR </Prereqs>
    <Flavor> Adventurous fey, wild revelers, curious explorers </Flavor>
    <specific name="Size"> Medium </specific>
    <specific name="Speed"> 6 squares </specific>
	<specific name="Characteristics"> Amicable, capricious, inquisitive, lighthearted, mischievous, tricky </specific>
	<specific name="Short Description"> Born of a union between satyr and nymph, a satyr is always male. Satyrs resemble humans with the legs of goats, and they are covered in fur from the waist down. Most satyrs have a pair of small horns sprouting from their heads,  ranging in shape from a pair of small nubs to the curling horns of the largest rams. They display the broad shoulders and powerful upper bodies of humans, and most sport some kind of facial hair. Their wild, curly hair ranges in length, with younger satyrs keeping their hair short. Older satyrs let it grow as they age, until it hangs about their shoulders.
	Though not as robust as other fey, satyrs lead long lives compared to most humanoids. They reach adulthood at around the same age as humans, but can live to be two hundred years old or more. Satyrs become tough and serious as they age, losing the mischievous appearance of their youth to resemble stern grandfathers and stoic leaders. However, a twinkle of troublemaking still shines in even the oldest satyr's eyes.
	Young satyrs grow quickly to maturity. Though they remain small in size as children, satyrs are capable of complex speech and movement in a matter of weeks. Young satyrs resemble infants in size and appearance, but they speak and interact with the competence of a human adolescent. </specific>
    <specific name="Physical Qualities"> Born of a union between satyr and nymph, a satyr is always male. Satyrs resemble humans with the legs of goats, and they are covered in fur from the waist down. Most satyrs have a pair of small horns sprouting from their heads, ranging in shape from a pair of small nubs to the curling horns of the largest rams. They display the broad shoulders and powerful upper bodies of humans, and most sport some kind of facial hair. Their wild, curly hair ranges in length, with younger satyrs keeping their hair short. Older satyrs let it grow as they age, until it hangs about their shoulders.
Though not as robust as other fey, satyrs lead long lives compared to most humanoids. They reach adulthood at around the same age as humans, but can live to be two hundred years old or more. Satyrs become tough and serious as they age, losing the mischievous appearance of their youth to resemble stern grandfathers and stoic leaders. However, a twinkle of troublemaking still shines in even the oldest satyr's eyes.
Young satyrs grow quickly to maturity. Though they remain small in size as children, satyrs are capable of complex speech and movement in a matter of weeks. Young satyrs resemble infants in size and appearance, but they speak and interact with the competence of a human adolescent. </specific>
    <specific name="Playing"> A race branded by folklore as tricksters, hedonists, and charlatans, satyrs only partially deserve the dark aspect of their reputation. Satyrs first came to the mortal realm when the world was young and had not yet fully healed from the destruction of the Dawn War. That war drew the Feywild closer to the mortal realm, connecting the two through rifts in the fabric of the planes that the inhabitants of the natural world would come to call fey crossings.
	Possessed of mischievous and investigative souls, satyrs ventured cautiously through the fey crossings and made contact with the fledgling races of the world. Most of these early meetings were brief and violent. Though adventuresome, satyrs are also skittish, even as the humanoids of the world often see unintended threats in the strange and the unknown. From these early encounters came the seeds from which the folk tales sprung-stories of satyrs appearing within frontier villages to spread merry mayhem, and using the magic of song to charm children, maidens, and matrons alike.
	Over time, the growing conflicts of the mortal realm saw the satyrs abandon the fey crossings to sequester themselves in their safe havens in the Feywild. There, they avoided the wars of other races, content to spend their days in revelry rather than try to interfere in the troubles of mortals and fey alike.
	In recent times, the mortal realm has begun to call to the satyrs once again. With the fall of great empires and the collapse of civilization down to isolated outposts in a widening wilderness, the satyrs are drawn to explore that wilderness once more. Their race has become well known to the barbarian tribes and civilized outposts along the borderlands, where they emerge from fey crossings to sate their curiosity regarding the mortal realm. </specific>
    <specific name="Vision"> Low-light vision </specific>
    <specific name="Average Height"> 5&apos;2&quot;-5&apos;10&quot; </specific>
    <specific name="Average Weight"> 120-190 lb. </specific>
    <specific name="Ability Scores"> +2 Charisma, +2 Dexterity or +2 Constitution </specific>
    <specific name="Languages"> Common, Elven </specific>
    <specific name="Skill Bonuses"> +2 Nature, +2 Thievery </specific>
	<specific name="Short Description"> Half humanoid and half goat, satyrs love music and celebration, and are drawn to to sate their curiosity regarding the mortal realm. </specific>
	<specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_4122, ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_4123, ID_FMP_RACIAL_TRAIT_4124, ID_FMP_RACIAL_TRAIT_4125, ID_FMP_RACIAL_TRAIT_4126 </specific>
    <specific name="Male Names"> Adronus, Barases, Canteon, Dantes, Gilderos, Pan, Puck, Romeus, Silenus, Tarteron </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_SATYR" type="Grants" />
      <statadd name="Speed" value="+6" />
      <textstring name="Average Height" value="5&apos;2&quot;-5&apos;10&quot;" />
      <textstring name="Average Weight" value="120-190 lb." />
      <textstring name="Size" value="Medium" />
      <select type="Race Ability Bonus" number="1" Category="Constitution|Dexterity" />
    </rules>
Play a satyr if you want ...
* to be a member of a race that favors the bard, rogue, sorcerer, or warlock classes.
</RulesElement>
<RulesElement name="Satyr" type="Grants" internal-id="ID_INTERNAL_GRANTS_SATYR" source="Heroes of the Feywild">
    <specific name="_SupportsID"> ID_FMP_RACE_62 </specific>
    <rules>
      <grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
      <grant name="ID_FMP_RACIAL_TRAIT_4122" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_4123" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_4124" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_4125" type="Racial Trait" />
      <grant name="ID_FMP_RACIAL_TRAIT_4126" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACE_ABILITY_BONUS_CHARISMA" type="Race Ability Bonus" />
      <grant name="ID_FMP_LANGUAGE_1" type="Language" />
      <grant name="ID_FMP_LANGUAGE_4" type="Language" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
      <grant name="ID_INTERNAL_RACIAL_TRAIT_THIEVERY_BONUS" type="Racial Trait" />
    </rules>
</RulesElement>
<RulesElement name="Satyr" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_SATYR" source="Heroes of the Feywild" >
      <specific name="_SupportsID"> ID_FMP_RACE_62 </specific>
You count as an Satyr for meeting prerequisites.
</RulesElement>
<RulesElement name="Male Only" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4122" source="Heroes of the Feywild" >
      <specific name="Short Description"> All satyrs are male </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
All satyrs are male.
</RulesElement>
<RulesElement name="Light of Heart" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4123" source="Heroes of the Feywild">
    <specific name="Short Description"> Make saving throws at start and end of your turn against fear effects </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_62 </specific>
You can make saving throws both at the start of your turn and the end of your turn against fear effects that a save can end.
</RulesElement>
<RulesElement name="Pleasant Recovery" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4124" source="Heroes of the Feywild">
    <specific name="Short Description"> Regain 1d8 additional hp for each healing surge you spend during a short rest </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Class"> ID_FMP_RACE_62 </specific>
You regain 1d8 additional hit points for each healing surge you spend during a short rest.
</RulesElement>
<RulesElement name="Sly Words" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4125" source="Heroes of the Feywild" >
      <specific name="Short Description"> Bluff class skill </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
      <rules>
         <modify name="Bluff" type="Skill Training" Field="UniversalClassSkill" value="true" />
      </rules>
Bluff is always a class skill for you.
</RulesElement>
<RulesElement name="Lure of Enchantment" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4126" source="Heroes of the Feywild">
    <specific name="Short Description"> Gain lure of enchantment power </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_15842 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_62 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15842 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15842" type="Power" />
		</rules>
You have the lure of enchantment power.
</RulesElement>
<RulesElement name="Lure of Enchantment" type="Power" internal-id="ID_FMP_POWER_15842" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_RACIAL_TRAIT_4126,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_RACE_62,ID_FMP_CATEGORY_6,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Prereqs> Satyr Race or Satyr CountsAsRace </Prereqs>
    <Flavor> A softly sung tune causes your enemy to wander as you direct it. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Satyr Utility  </specific>
    <specific name="Keywords"> Charm </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Special  </specific>
    <specific name="Trigger"> You hit an enemy with an attack. </specific>
    <specific name="Effect"> You slide the enemy up to 3 squares, but not into hindering terrain. The enemy grants combat advantage until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_RACE_62 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_4126 </specific>
</RulesElement>
<RulesElement name="Satyr's leap" type="Power" internal-id="ID_FMP_POWER_15843" source="Heroes of the Feywild" revision-date="00/00/0000 00:00:00 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MOVE_ACTION,2 </Category>
	  <Prereqs> Satyr </Prereqs>
	  <Flavor> You crouch and spring to catch your foes off auard, putting your powerful legs to good use. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Satyr Utility 2 </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal </specific>
	  <specific name="Effect"> You jump with a + 10 power bonus to the Athletics check. When you make this jump, you are always considered to have a running start. The distance you jump cannot exceed your speed. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
	  <specific name="Level"> 2 </specific>
	  <specific name="Power Type"> Utility </specific>
A satyr's legs are as powerful as those of the wild goats of the mountains, enabling him to jump incredible distances with no effort. Whether you are vaulting over the heads of foes or bounding through the forest to avoid terrain that might slow you, your distinctive leap is one of your most recognizable features.
</RulesElement>
<RulesElement name="Bending the Balance" type="Power" internal-id="ID_FMP_POWER_15844" source="Heroes of the Feywild" revision-date="00/00/0000 00:00:00 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6 </Category>
	  <Prereqs> Satyr </Prereqs>
	  <Flavor> Your very presence causes fate to twist in an ally's favor. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Satyr Utility 6 </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
	  <specific name="Trigger"> A creature within 1 0 squares of you regains hit points or takes damage from an attack that hits it. </specific>
	  <specific name="Target"> The triggering creature </specific>
	  <specific name="Effect"> The target either regains 2d6 additional hit points or takes 2d6 extra damage. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
	  <specific name="Level"> 6 </specific>
	  <specific name="Power Type"> Utility </specific>
Most satyrs believe that all creatures get what they deserve, and you have learned not only to accept fate but to push its boundaries to your benefit. After all, your allies deserve their good fortune, just as your foes will get what's coming to them.
</RulesElement>
<RulesElement name="Tune of Enchantment" type="Power" internal-id="ID_FMP_POWER_15845" source="Heroes of the Feywild" revision-date="00/00/0000 00:00:00 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_40,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
	  <Prereqs> Satyr </Prereqs>
	  <Flavor> You play a whimsical tune in the heat of combat that clouds your enemies' minds. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Satyr Utility 10 </specific>
      <specific name="Keywords"> Aura, Charm </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal </specific>
	  <specific name="Requirement"> You must be playing a musical instrument. </specific>
	  <specific name="Effect"> You activate an aura 5 that lasts until the end of the encounter. Any enemy must roll twice when making saving throws against charm effects while in the aura, using the lower result. The aura is deactivated if you are not playing your musical instrument at the end of your turn, but you can reactivate the aura as a minor action. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
	  <specific name="Level"> 10 </specific>
	  <specific name="Power Type"> Utility </specific>
In legend, satyrs are said to produce music that is so captivating because it draws on fey magic for its power. Such legends arise from the satyrs who have practiced the art of the tune of enchantment. When you play your song, its haunting notes burrow deep into the minds of your enemies, who find themselves enthralled by your music.
</RulesElement>
<RulesElement name="Foes into Friends" type="Power" internal-id="ID_FMP_POWER_15846" source="Heroes of the Feywild" revision-date="00/00/0000 00:00:00 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_40,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16 </Category>
	  <Prereqs> Satyr </Prereqs>
	  <Flavor> You draw an enemy back from the brink of death, holding it under your spell. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Satyr Utility 16 </specific>
      <specific name="Keywords"> Charm </specific>
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
	  <specific name="Trigger"> An enemy within 10 squares of you drops below 1 hit point. </specific>
	  <specific name="Target"> The triggering enemy </specific>
	  <specific name="Effect"> The target instead has 1 hit point, and it is dominated by you until the end of the encounter. The target cannot regain hit points, and a missed attack cannot damage it. If the target still has 1 hit point at the end of the encounter, it drops to 0 hit points. You choose whether it dies or is unconscious. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
	  <specific name="Level"> 16 </specific>
	  <specific name="Power Type"> Utility </specific>
As with all satyrs, you would rather make allies than enemies. You have learned a natural charm that allows you to intervene when an enemy would fall, controlling that foe to spare its life-or taking revenge to show it the error of its ways.
</RulesElement>
<RulesElement name="Channel the Unseelie" type="Power" internal-id="ID_FMP_POWER_15847" source="Heroes of the Feywild" revision-date="00/00/0000 00:00:00 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
	  <Prereqs> Satyr </Prereqs>
	  <Flavor> You tap into dark fey power, transforming yourself into a creature of shadow. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Satyr Utility 22 </specific>
      <specific name="Keywords"> Polymorph </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal </specific>
	  <specific name="Effect"> You transform into the form of a satyr of the night, and you remain in that form until the end of the encounter. While in this form, you have partial concealment, and when you would normally have partial concealment because of dim light, you are instead invisible. Additionally, you take only half damage from necrotic attacks. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_62 </specific>
	  <specific name="Level"> 22 </specific>
	  <specific name="Power Type"> Utility </specific>
Though most satyrs seek the bright pleasures oflife, there also exist satyrs of the night-shadowy creatures that have been transformed by exposure to dark magic. By manipulating subtle currents of this magic, you temporarily take on the form of a dark creature.
</RulesElement>
<!-- Hamadryad -->
<RulesElement name="Hamadryad" type="Race" internal-id="ID_FMP_RACE_60" source="Heroes of the Feywild" >
	<Prereqs> ~HAMADRYAD </Prereqs>
	<Flavor> Enchanting spellcasters, unparalleled beauties, wild queens of the fey </Flavor>
	<specific name="Size"> Medium </specific>
	<specific name="Speed"> 6 squares </specific>
	<specific name="Characteristics"> Capricious, curious, enchanting, graceful, magnificent, placid, impulsive, vain </specific>
	<specific name="Short Description"> Born of the power of nature, all hamadryads are female, and they present themselves in two aspects. In their nymph form, these granddaughters of the seasons and the skies are idyllic paragons of fey perfection and physical beauty. Their hair and eyes match the colors of autumn leaves, from green to russet, gold, orange, red, and brown. Autumn leaves and acorns might dangle from a hamadryad's hair, and her eyes are clear orbs of green, white, or gold.
	The dryad aspect of a hamadryad is not dissimilar. However, when a hamadryad draws on her dryad strength, her features take on the appearance of skillfully carved wood, the patterns of the grain manifesting across her form like ripples on the surface of a pond.
	Inside their forest homes, hamadryads walk unclothed in their dryad aspect, blending easily into the background of bark and foliage. When they appear before mortals and civilized creatures, hamadryads favor light, gossamer clothing.
	Adventuring hamadryads who set out to right the world through physical force favor armor made from natural materials such as leather or hide. Those who don heavier protection prefer the light mithral armor crafted by the eladrin and elves. When hamadryads wear armor, they ornament it with carved designs or embroidered patterns representing the natural order of their forest homes and the causes for which they fight. Hamadryad heroes who leave their forests carry a piece of their tree with them-a charm carved from the wood of a fallen branch, or a garland strung with autumn leaves whose colors never fade.
	As the spirits of the autumn oak, most hamadryads live as long as the trees to which they are bound. Some have short lives at one or two hundred years. Others have been known to live for millennia. When a hamadryad's tree home dies, she undergoes a period of deep grief and mourning.</specific>
	<specific name="Physical Qualities"> Born of the power of nature, all hamadryads are female, and they present themselves in two aspects. In their nymph form, these granddaughters of the seasons and the skies are idyllic paragons of fey perfection and physical beauty. Their hair and eyes match the colors of autumn leaves, from green to russet, gold, orange, red, and brown. Autumn leaves and acorns might dangle from a hamadryad's hair, and her eyes are clear orbs of green, white, or gold. 
    The dryad aspect of a hamadryad is not dissimilar. However, when a hamadryad draws on her dryad strength, her features take on the appearance of skillfully carved wood, the patterns of the grain manifesting across her form like ripples on the surface of a pond.
	Inside their forest homes, hamadryads walk unclothed in their dryad aspect, blending easily into the background of bark and foliage. When they appear before mortals and civilized creatures, hamadryads favor light, gossamer clothing.
	Adventuring hamadryads who set out to right the world through physical force favor armor made from natural materials such as leather or hide. Those who don heavier protection prefer the light mithral armor crafted by the eladrin and elves. When hamadryads wear armor, they ornament it with carved designs or embroidered patterns representing the natural order of their forest homes and the causes for which they fight. Hamadryad heroes who leave their forests carry a piece of their tree with them-a charm carved from the wood of a fallen branch, or a garland strung with autumn leaves whose colors never fade.
	As the spirits of the autumn oak, most hamadryads live as long as the trees to which they are bound. Some have short lives at one or two hundred years. Others have been known to live for millennia. When a hamadryad's tree home dies, she undergoes a period of deep grief and mourning. </specific>
	<specific name="Playing"> Hamadryads are the incarnate spirits of living oak trees. Part flesh, part wood, and part fey spirit, they are the granddaughters of the seasons and the wind, and the supreme manifestations of nature's wild beauty.
	At the beginning of time, the world had four daughters more beautiful in form than any creature-and more wild. They were called Summer, Autumn, Winter, and Spring, and they chased one another around the world while the primordials and the gods looked on. In their play, they frolicked with the brothers of the wind, and from this union the first nymphs were born. They were named Summer Ash, Autumn Oak, Winter Fir, and Spring Flower, and they were the spirits of the first trees that grew in the world.
	The capricious nymphs played their own wild games in the forests of the dawning world for time out of mind. But they were not all to dwell in such bliss forever. With the rise of mortals, certain autumn nymphs-the wisest and most pensive of the tree sisters-withdrew from their games when they began to perceive the state of natural life in decline. Woodlands were burned, dryads' groves cut down, and great swaths of the world left lifeless by the wars and the avarice of reckless mortals.
	To protect their homes, these autumn nymphs embraced their wild natures entirely. They gave up their carefree fey immortality and began the slow transformation into the wild tree maidens known as dryads. In these forms, they would protect their forests from harm with mighty branch and crushing limb, using their wisdom to understand the minds and motives of mortal creatures.
	Hamadryads stand at an intermediate state between playful nymph and fierce dryad. Bound to a living tree, a hamadryad ardently protects the forests of which she is a part. She calls on the mighty strength of the wood to smash her enemies, summoning the spellbinding beauty of her majestic fey heritage to bewitch and charm mortals and thereby alter their destructive behavior. Hamadryads retain the flawless physical perfection of their autumn nymph form with all its grace and charm. However, they can harden their flesh to match that of the oldest tree in an instant, just as they solidify their wooden hearts against any hope of compassion.
	Typically, a young hamadryad is bound to a tree home that somewhat resembles her feminine shape. As a youth, she remains in the forest where her tree grows, for her life is bound to its existence. However, rare hamadryads are able to break the connection to their tree home by some twist of fate or  destiny.
	Some do so in the course of surviving the destruction of their tree homes by natural disaster or monstrous forces. Others are drawn far from their forests in the name of undertaking quests meant to save those forests. Some hamadryads dwell close enough to the settlements of the civilization of other races that they take up the struggles of those races. Answering their heart's yearning call, they uproot themselves from the earth and leave all they know behind-seeking the wondrous perils and delights that are the stuff of mortal knowledge and emotion. </specific>
	<specific name="Vision"> Low-light </specific>
	<specific name="Average Height"> 5'6"-6'2" </specific>
	<specific name="Average Weight"> 130-180 lb. </specific>
	<specific name="Ability Scores"> +2 Wisdom; +2 Intelligence or +2 Charisma </specific>
	<specific name="Languages"> Common, Elven </specific>
	<specific name="Skill Bonuses"> +2 Diplomacy, +2 Nature </specific>
    <specific name="Short Description"> Part flesh, part wood, and part fey spirit, Hamadryads are the incarnate spirits of living oak trees. </specific>
	<specific name="Female Names"> Aileia, Celindara, Eilonwy, lrinea, Lyrindel, Rhiana </specific>
	<specific name="Racial Traits"> ID_FMP_RACIAL_TRAIT_4115, ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_4116, ID_FMP_RACIAL_TRAIT_4117, ID_FMP_RACIAL_TRAIT_4118, ID_FMP_RACIAL_TRAIT_4250 </specific>
	<rules>
		<grant name="ID_INTERNAL_GRANTS_HAMADRYAD" type="Grants" />
		<statadd name="Speed" value="+6" />
		<textstring name="Average Height" value="5&apos; 6&quot;-6&apos; 2&quot;" />
        <textstring name="Average Weight" value="130-180 lb." />
		<textstring name="Size" value="Medium" />
		<select type="Race Ability Bonus" number="1" Category="Charisma|Intelligence" />
	</rules>
Play a Hamadryad if you want ...
</RulesElement>
<RulesElement name="Hamadryad" type="Grants" internal-id="ID_INTERNAL_GRANTS_HAMADRYAD" source="Heroes of the Feywild">
	<specific name="_SupportsID"> ID_FMP_RACE_60 </specific>
	<rules>
		<grant name="ID_INTERNAL_SIZE_MEDIUM" type="Size" />
		<grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
		<grant name="ID_FMP_RACIAL_TRAIT_4115" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_4116" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_4117" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_4118" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_641" type="Racial Trait" />
		<grant name="ID_FMP_RACIAL_TRAIT_4250" type="Racial Trait" />
		<grant name="ID_INTERNAL_RACE_ABILITY_BONUS_WISDOM" type="Race Ability Bonus" />
		<grant name="ID_FMP_LANGUAGE_1" type="Language" />
        <grant name="ID_FMP_LANGUAGE_4" type="Language" />
		<grant name="ID_INTERNAL_RACIAL_TRAIT_NATURE_BONUS" type="Racial Trait" />
		<grant name="ID_INTERNAL_RACIAL_TRAIT_DIPLOMACY_BONUS" type="Racial Trait" />
	</rules>
</RulesElement>
<RulesElement name="Hamadryad" type="CountsAsRace" internal-id="ID_INTERNAL_COUNTSASRACE_HAMADRYAD" source="Heroes of the Feywild" >
      <specific name="_SupportsID"> ID_FMP_RACE_60 </specific>
You count as an Hamadryad for meeting prerequisites.
</RulesElement>
<RulesElement name="Female Only" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4115" source="Heroes of the Feywild" >
      <specific name="Short Description"> All hamadryads are female </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  
All hamadryads are female.
</RulesElement>
<RulesElement name="Oaken Vitality" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4116" source="Heroes of the Feywild" >
      <specific name="Short Description"> Gain +5 Endurance to resist starvation, thirst or suffocation and survive for twice the time; must meditate for 4 hours instead of sleep  </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  
Your tree heritage grants you a +5 racial bonus to Endurance checks to resist the effects of starvation, thirst, or suffocation, and you can survive for twice the normal time period before you are required to make such checks. You do not require sleep, but you must meditate at least four hours each day to absorb light (even from as small a source as a candle), soak in water, or connect with the earth beneath your feet. This meditation grants you the benefits that other races receive from an extended rest. While meditating, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
</RulesElement>
<RulesElement name="Tree Mind" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4117" source="Heroes of the Feywild" >
      <specific name="Short Description"> Gain +2 racial bonus to saving throws against daze, dominate, or stun </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
		<rules>
            <statadd name="Saving Throws" value="+2" type="Racial Trait" condition="against effects that daze, dominate, or stun" />
		</rules>
		
You gain a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
</RulesElement>
<RulesElement name="Hamadryad Aspects" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4118" source="Heroes of the Feywild">
    <specific name="Short Description"> Gain the hamadryad aspects power </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_15829 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_RACE_60 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15829 </specific>
		<rules>
            <grant name="ID_FMP_POWER_15829" type="Power" />
		</rules>
		
You have the hamadryad aspects power.
</RulesElement>
<RulesElement name="Hamadryad Aspects" type="Power" internal-id="ID_FMP_POWER_15829" source="Heroes of the Feywild" >
      <Category> ID_FMP_RACIAL_TRAIT_4118,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_60,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
      <Prereqs> Hamadryad Race or Hamadryad CountsAsRace </Prereqs>
      <Flavor> Drawing on fey magic, you call on your primal beauty and strength to thwart your foes. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hamadryad Utility </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal </specific>
      <specific name="Effect"> Choose one of the following aspects each time you use this power. You gain that aspect's benefits. </specific>
	  <specific name=" Spellbinding Beauty"> Every enemy that can see you grants combat advantage to you until the end of your next turn. </specific>
      <specific name=" Wooden Form"> You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10.
Level 21: Resist 15. </specific>
      <specific name="Class"> ID_FMP_RACE_60 </specific>
      <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_4118 </specific>
</RulesElement>
<RulesElement name="Forest Walk (Hamadryad)" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_4250" source="Heroes of the Feywild" >
      <specific name="Short Description"> You ignore difficult terrain that is part of a tree, underbrush, or other forest growth. </specific>
      <specific name="Level"> 1 </specific>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  
You ignore difficult terrain that is part of a tree, underbrush, or some other forest growth.
</RulesElement>
<RulesElement name="Body of Solid Oak" type="Power" internal-id="ID_FMP_POWER_15830" source="Heroes of the Feywild" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
	  <Prereqs> Hamadryad </Prereqs>
	  <Flavor> Your body hardens to take on the strength and resilience of the mighty oak. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hamadryad Utility 2 </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Personal </specific>
	  <specific name="Effect"> You gain temporary hit points equal to 3 + one-half your level. Until the end of your next turn, you gain a + 2 power bonus to AC and Fortitude, but you also gain vulnerable 5 fire. </specific>
	  <specific name="Sustain Minor"> The bonus and the vulnerability persist until the end of your next turn. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  <specific name="Level"> 2 </specific>
	  <specific name="Power Type"> Utility </specific>
As the spirit of a living tree, you can transform your flesh into wood and bark, shrugging off blows that might otherwise lay you low. Axe, arrow, and claw pose less danger to you when you employ this power. However, fire becomes a more significant threat.
</RulesElement>
<RulesElement name="Wooden Sanctuary" type="Power" internal-id="ID_FMP_POWER_15831" source="Heroes of the Feywild">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MOVE_ACTION,6 </Category>
	  <Prereqs> Hamadryad </Prereqs>
	  <Flavor> You abandon your body momentarily to slip into a secret sanctuary, reappearing strengthened and rejuvenated. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hamadryad Utility 6 </specific>
      <specific name="Keywords"> Healing </specific>
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal </specific>
	  <specific name="Requirement"> You must be adjacent to a Medium or larger tree or other wooden object, such as a door or a table. </specific>
	  <specific name="Effect"> You can spend a healing surge. In addition, you are removed from play until the start of your next turn. At the start of your next turn, you return to play in the space you vacated or the nearest unoccupied space. Alternatively, you appear in an unoccupied space adjacent to a tree or a wooden object within 20 squares of your starting position. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  <specific name="Level"> 6 </specific>
	  <specific name="Power Type"> Utility </specific>
You are equal parts flesh and fey tree spirit, and as such, you walk the line between the waking world and that of the forest that created you. Your unique nature allows you to enter any tree or wooden object to draw strength from its essence, then slip back into the fight where your foes least expect you to appear.
</RulesElement>
<RulesElement name="Spirit Form" type="Power" internal-id="ID_FMP_POWER_15832" source="Heroes of the Feywild">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MOVE_ACTION,10 </Category>
	  <Prereqs> Hamadryad </Prereqs>
	  <Flavor> Your physical form fades into a diaphanous vision that can pass through the solid world like a a host. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hamadryad Utility 10 </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal </specific>
	  <specific name="Effect"> You are phasing and insubstantial until the end of your next turn. In addition, you shift up to 2 squares. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  <specific name="Level"> 10 </specific>
	  <specific name="Power Type"> Utility </specific>
The connection you once forged with your tree home allowed your body to naturally shift into a semisolid state as you merged with its living form. With effort, you have trained yourself to consciously trigger this instinctive impulse, taking the form of a drifting ethereal creature for a time.
</RulesElement>
<RulesElement name="Feyborn Majesty" type="Power" internal-id="ID_FMP_POWER_15833" source="Heroes of the Feywild">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,16 </Category>
	  <Prereqs> Hamadryad </Prereqs>
	  <Flavor> As you reel from your foe's attack, your fury creates a display of otherworldly light all but impossible to look upon. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hamadryad Utility 16 </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Special </specific>
	  <specific name="Trigger"> An enemy attack bloodies you or hits you while you are bloodied. </specific>
	  <specific name="Effect"> Until the end of your next turn, you shed bright light to a radius of 5 squares, the triggering enemy grants combat advantage, and enemies take a -5 penalty to attack rolls against you. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  <specific name="Level"> 16 </specific>
	  <specific name="Power Type"> Utility </specific>
Those that would harm a powerful creature of the Feywild soon come to regret their rash action. When your body suffers a grievous hurt, the fey spirit within you flares with brilliance that unnerves your enemies.
</RulesElement>
<RulesElement name="Fey Mind Mirror" type="Power" internal-id="ID_FMP_POWER_15834" source="Heroes of the Feywild">
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,22 </Category>
	  <Prereqs> Hamadryad </Prereqs>
	  <Flavor> As you shake off an enemy's control of your mind and body, you turn the tables by using its own power against it. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Hamadryad Utility 22 </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Special </specific>
	  <specific name="Trigger"> You are subjected to an enemy's dazing, dominating, or stunning effect that a save can end. </specific>
	  <specific name="Effect"> You make a saving throw against the effect. If your saving throw is successful, the triggering enemy must make a saving throw against the same effect. If that enemy's saving throw fails, the enemy is subjected to the effect (save ends). If your saving throw fails, you do not expend this power. </specific>
	  <specific name="_ParentPower"/>
	  <specific name="Class"> ID_FMP_RACE_60 </specific>
	  <specific name="Level"> 22 </specific>
	  <specific name="Power Type"> Utility </specific>
Creatures of the Feywild are known for their resistance to the control of others. You have focused this innate resistance, allowing you to ignore the most debilitating coercion of mind and body even as you laughingly turn your foe's attack back on its creator.
</RulesElement>
 <!-- Racial Trait Updates -->
 
<RulesElement name="Past Spirit (Half-Elf)" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_PAST_SPIRIT_(HALF-ELF)" source="Primal Power,Dragon Magazine 385" >
      <Category> ID_FMP_CLASS_FEATURE_2064 </Category>
      <Prereqs> !Half-Elf Race,!Half-Elf CountsAsRace </Prereqs>
      <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_2064 </specific>
      <rules>
         <grant name="ID_INTERNAL_COUNTSASRACE_HALF-ELF" type="CountsAsRace" />
         <grant name="ID_FMP_POWER_13689" type="Power" />
      </rules>
You are considered a Half-Elf for the purpose of meeting feat prerequisites.
</RulesElement>
<RulesElement name="Past Spirit (Human)" type="Racial Trait" internal-id="ID_INTERNAL_RACIAL_TRAIT_PAST_SPIRIT_(HUMAN)" source="Primal Power,Dragon Magazine 385" >
      <Category> ID_FMP_CLASS_FEATURE_2064 </Category>
      <Prereqs> !Human Race,!Human CountsAsRace </Prereqs>
      <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_2064 </specific>
      <rules>
         <grant name="ID_INTERNAL_COUNTSASRACE_HUMAN" type="CountsAsRace" />
         <grant name="ID_FMP_POWER_13213" type="Power" />
      </rules>
You are considered a Human for the purpose of meeting feat prerequisites.
</RulesElement>
<!-- Dragon Magazine 405 -->
<!-- Subrace: Llewyrr Elf -->
<RulesElement name="Llewyrr Elf (Eladrin)" type="Racial Trait" internal-id="ID_TIV_SUBRACE_DRAGON_405_1" source="Dragon Magazine 405">
	<Category> ID_DRU_RACIAL_TRAIT_002 </Category>
<specific name="_CS_ShortDescription"> @ </specific>
<specific name="_PARSED_CHILD_FEATURES"> ID_TIV_RACIAL_TRAIT_DRAGON_405_1,ID_TIV_RACIAL_TRAIT_DRAGON_405_2 </specific>
    <rules>
	   <grant name="ID_FMP_RACIAL_TRAIT_17" type="Racial Trait"/>
       <select type="Racial Trait" number="1" Category="ID_TIV_RACIAL_TRAIT_DRAGON_405_1|ID_DRU_RACIAL_TRAIT_003" >
Select option
	   </select>
	   <select type="Racial Trait" number="1" Category="ID_TIV_RACIAL_TRAIT_DRAGON_405_2|ID_FMP_RACIAL_TRAIT_15" >
Select option
	   </select>
   </rules>
Playing: Sun elves were the aggressors who forced the Llewyrr out of the Llewyrrwood on the mainland, so you harbor a lingering animosity toward them. This distrust extends to other elf subraces as well. Having lived in isolation for so long, most Llewyrr feel no kinship toward their elf cousins, and have no desire to be caught up in elven politics and intrigues. You swear fealty to the High Lady of Sarifal, not the crown of Evermeet. 
	You share a bond with the natural world and primal spirits of the land. Unlike many eladrin, the Llewyrr do not worship Corellon Larethian or other divine entities of the Seldarine. Instead, the Llewyrr venerate the "fey gods," mighty primal spirits and archfey that have watched over the Moonshaes for millennia. Greatest among these primal manifestations are the Earthmother and her children.
	Your people have survived for millennia by forming strong family and community bonds, and you honor these. An oath given by a Llewyrr is a binding pledge. Though Llewyrr are slow to trust, once a bond is formed, the friendship lasts a lifetime.  
During the Crown Wars, the Llewyrr were a community of moon elves and green elves dwelling in the verdant woodland known today as Neverwinter Wood. When Vyshaan armies swept through their lands, the Llewyrr fled across the sea seeking the fabled isle of Evermeet.
	A fierce squall forced the refugees to make landfall on the Moonshaes, where they were greeted by the enigmatic leShay, legendary progenitors of the fey. The leShay permitted the Llewyrr to settle in isolation and safety among the mountains of the large central island. The Llewyrr named their new kingdom Synnoria, after the queen who led them to this island sanctuary.
	Over the next eleven millennia, the Llewyrr evolved into a unique subrace rarely seen outside the Moonshaes. Llewyrr share many of the same societal attributes of their moon elf ancestors, including the building of grand cities and advanced mastery of arcane arts. Llewyrr have fair skin, but unlike their moon elf cousins, the elves of Synnoria have golden hair. Llewyrr born in the last century share the hauntingly opalescent eyes common to all eladrin, with the pupils of older generations colored in shades of green and brown, with gold flecks.
	At the heart of Synnoria is the resplendent city of Chrysalis, resting upon a verdant tor rising from a crystal clear lake. The city is a dazzling display of soaring glassteel towers, crystalline gardens, and majestic silver-glyphed boulevards.
	Today, much of the city is abandoned, for the Llewyrr have paid a price for their long isolation. Birth rates are low, and centuries of attrition has dwindled their numbers dramatically. Males are uncommon, constituting less than a quarter of the population.
</RulesElement>
<RulesElement name="Historical Insight" type="Racial Trait" internal-id="ID_TIV_RACIAL_TRAIT_DRAGON_405_1" source="Dragon Magazine 405">
  <Flavor> Armed with a voracious appetite for studying the antiquity of humanoid culture, you have an uncanny ability to discern the intent of individuals based solely on the historical exploits of their kind. </Flavor>
  <specific name="Short Description"> +2 to History and Insight </specific>
  <specific name="Level"> 1 </specific>
   <rules>
    <grant name="ID_INTERNAL_RACIAL_TRAIT_HISTORY_BONUS" type="Racial Trait" />
    <grant name="ID_INTERNAL_RACIAL_TRAIT_INSIGHT_BONUS" type="Racial Trait" />
  </rules>
You gain a +2 bonus to History checks and Insight checks. This benefit replaces the normal eladrin skill bonuses to Arcana and History.
</RulesElement>
<RulesElement name="Elf Weapon Proficiency   " type="Racial Trait" internal-id="ID_TIV_RACIAL_TRAIT_DRAGON_405_2" source="Dragon Magazine 405">
  <Flavor> Elves and eladrin of all stripes take time to learn the traditional weapons of their people. </Flavor>
  <specific name="Short Description"> Proficiency with longbow and shortbow </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_TraitReplacement"/>
  <rules>
    <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LONGBOW)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORTBOW)" type="Proficiency" />
   </rules>
You gain proficiency with the longbow and the shortbow. This benefit replaces Eladrin Weapon Proficiency.
</RulesElement>
<!-- Dragon Magazine 405  --> 
<!-- Racial Powers -->
<!-- Drow -->
<RulesElement name="Glimmering Forms" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_1-1" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Prereqs> Drow </Prereqs>
    <Flavor> Bright lights blossom into existence. The way they flicker makes them appear to be burning torches. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility 2 </specific>
    <specific name="Keywords"> Illusion </specific>
    <specific name="Action Type"> Minor action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Effect"> You cause four glowing forms to appear in unoccupied squares in the burst. The forms can appear as torches, lanterns, glowing spheres, or vaguely humanoid shapes. Each form emits dim light to a range of 2 squares. The forms last until the end of your next turn. They also vanish if you use this power again. </specific>
    <specific name="Sustain Minor"> The forms persist until the end of your next turn, and you can move two of them up to 5 squares apiece. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Drow might not be the strongest people in the Underdark, but few can match their cunning. Trickery makes up for any shortfalls they might have in brute strength, and treachery lets them get the upper hand against their foes. A drow armed with glimmering forms can create hovering lights that, to an untrained observer, resemble torches, lanterns, or glowing humanoids. Drow use these lights to lure enemies into deadly traps.
</RulesElement>
<RulesElement name="Levitation [Drow]" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_1-2" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MOVE_ACTION,2 </Category>
    <Prereqs> Drow </Prereqs>
    <Flavor> Calling on the magic inherent in your bloodline, you rise into the air as lightly as a feather on the wind. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility 2 </specific>
	<specific name="Action Type"> Move Action </specific>
	<specific name="Attack Type"> Personal  </specific>
	<specific name="Effect"> You can fly up to 4 squares vertically and 1 square horizontally, and hover there until the end of your next turn. You have an altitude limit of 4, but if some effect causes you to exceed this limit, you immediately descend to 4 squares above the ground after resolving the effect. When this flight ends, you descend to the ground, taking no falling damage. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
</RulesElement>
<RulesElement name="Continuous Levitation [Drow]" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_1-3" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_NO_ACTION,6 </Category>
    <Prereqs> Drow </Prereqs>
    <Flavor> With focused concentration, you keep yourself aloft to gain the advantage over your foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility 6 </specific>
	<specific name="Action Type"> No Action </specific>
	<specific name="Attack Type"> Personal  </specific>
	<specific name="Trigger"> You use levitation. </specific>
	<specific name="Effect"> You gain the ability to sustain levitation. This ability lasts until the end of the encounter. </specific>
	<specific name="Sustain Move"> Levitation persists until the end of your next turn, and you can move up to 3 squares vertically or 1 square horizontally. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
</RulesElement>
<RulesElement name="Vanish from View" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_1-4" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6 </Category>
    <Prereqs> Drow </Prereqs>
    <Flavor> You use a moment where your enemy can't fully see you to avoid an attack and gain the upper hand. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility 6 </specific>
	<specific name="Action Type"> Immediate Interrupt </specific>
	<specific name="Attack Type"> Personal  </specific>
	<specific name="Trigger"> You are hit by a melee or a ranged attack while you have cover or concealment from the attacker. </specific>
	<specific name="Effect"> You make a Stealth check. If your result exceeds the attack roll, the attack misses you, and you gain combat advantage against the attacker until the end of your next turn. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
Drow know well the ways of slyness and deception. Being hidden from view can be useful for more than patient spying. Vanishing for the blink of an eye can be the difference between life and death.
</RulesElement>
<RulesElement name="Quell Magic" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_1-5" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 </Category>
    <Prereqs> Drow </Prereqs>
    <Flavor> You snuff out the magic you see before you as easily as a child blows out candles. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility 10 </specific>
	<specific name="Action Type"> Standard Action </specific>
	<specific name="Attack Type"> Area burst 2 within 10 squares  </specific>
	<specific name="Target"> Each conjuration and zone in the burst </specific>
	<specific name="Attack"> Intelligence + 4 or Charisma + 4 vs. the Will of the creator of the conjuration or the zone </specific>
	<specific name="Hit"> The target is destroyed. All its effects end, including those that normally last until a target saves. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Magic infuses the drow, and your people take advantage of it both by learning to channel it personally and by attending rigorous schools of magical training that educate hundreds of spellcasters. With so many individuals of magical might in drow society, it is no wonder that some develop their personal force as a means to quell the magic of others.
</RulesElement>
<RulesElement name="Dark Doorway" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_1-6" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Prereqs> Drow </Prereqs>
    <Flavor> You see your moment and seize a pathway of magic that pulls you through shadow to arrive elsewhere. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Drow Racial Utility 16 </specific>
	<specific name="Keywords"> Teleportation </specific>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Requirement"> You must be hidden from each enemy within 10 squares of you. </specific>
	<specific name="Effect"> You teleport up to 10 squares to a square providing any degree of cover or concealment. You can make a Stealth check to remain hidden when you arrive, ignoring the normal -5 penalty to the check for movement. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Drow have not always lived in the shadows. Once, they counted eladrin as siblings and shared the starlit wonders of a life on the surface among the fey. You have reached deep into the mystical history of your heritage to find the magic that eladrin now take for granted. Yet your touch upon that magic taints it, casting a shadow on the ability you gain.
</RulesElement>
<!-- Eladrin -->
<RulesElement name="Sense Magic" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_2-1" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Prereqs> Eladrin </Prereqs>
    <Flavor> You attune your senses to the magical world, and in a flash, nearby magic becomes as obvious as birdsong on the wind. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Eladrin Racial Utility 2 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Effect"> You sense the presence of magic within 10 squares of you as if you succeeded on an Arcana check to do so. You can then make an Arcana check as a free action to identify any revealed magical phenomena, conjurations, or zones. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Eladrin have a strong attunement to the magic around them, embodied by their talent for the arcane arts. Many eladrin emphasize this ability through formal instruction. You have similarly enhanced your natural aptitude to sense magic's presence.
</RulesElement>
<RulesElement name="Eladrin Escape" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_2-2" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6 </Category>
    <Prereqs> Eladrin </Prereqs>
    <Flavor> Your enemy has but one chance to corner you. Wasting it gives you the opportunity to flee. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Eladrin Racial Utility 6 </specific>
	<specific name="Keywords"> Teleportation </specific>
	<specific name="Action Type"> Immediate Reaction </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> An enemy misses you with a melee attack. </specific>
	<specific name="Effect"> You teleport up to 5 squares. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
Your people learned long ago to exploit the gaps between worlds to move from one place to another in an instant. You have a knack for such travel and find ways to use your talent to make a quick escape.
</RulesElement>
<RulesElement name="Recursive Thought" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_2-3" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_FREE_ACTION,10 </Category>
    <Prereqs> Eladrin </Prereqs>
    <Flavor> When you clear your mind, your affliction bounces back to your unsuspecting foe. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Eladrin Racial Utility 10 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Free Action </specific>
	<specific name="Attack Type"> Special </specific>
	<specific name="Trigger"> You save against a dazing or stunning effect. </specific>
	<specific name="Target"> The enemy that subjected you to the effect </specific>
	<specific name="Effect"> The target is subjected to the effect you saved against until the end of your next turn. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
The eladrin ability to resist enchantment and illusion is legendary, but a few lucky fey are capable of more than mere resistance. You've polished your mental shield to a mirror finish, allowing you to reflect afflictions back upon your enemies.
</RulesElement>
<RulesElement name="Spiral Dance Assault" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_2-4" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_FREE_ACTION,16 </Category>
    <Prereqs> Eladrin </Prereqs>
    <Flavor> You strike and dance away, only to reappear at your enemy's side. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Eladrin Racial Utility 16 </specific>
	<specific name="Keywords"> Teleportation </specific>
	<specific name="Action Type"> Free Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You hit an enemy with a melee attack on your turn. </specific>
	<specific name="Effect"> You teleport to a square adjacent to the enemy. </specific>
	<specific name="Special"> You can use this power only once per round. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Eladrin knights stand among the most feared and respected warriors in the planes. What they lack in brute strength, they more than make up in battle cunning. Spiral dance assault is a complex fighting maneuver that keeps an enemy guessing where your next blow will strike.
</RulesElement>
<!-- Elf -->
<RulesElement name="Long View" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_3-1" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Prereqs> Elf </Prereqs>
    <Flavor> You scan the battlefield for your target. When you find it, you take aim, knowing your next shot will strike true. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Elf Racial Utility 2 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Effect"> Choose one creature you can see. Until the end of your next turn, you gain combat advantage against that creature for any weapon attack you make using a longbow or a shortbow. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Elves seldom act impulsively. With life spans measured in centuries, they approach situations with patience and insight to find the easiest path to any destination. Long view lets you single out an important enemy and strike with alarming accuracy.
</RulesElement>
<RulesElement name="Leave No Trace" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_3-2" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Prereqs> Elf </Prereqs>
    <Flavor> You use instinct and training to avoid showing signs of your passage and hide all signs of your approach. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Elf Racial Utility 6 </specific>
	<specific name="Keywords"> Stance </specific>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Effect"> You assume the leave no trace stance. Until the stance ends, the DC of any Perception check to find your tracks or the tracks of up to eight allies who travel with you is increased by 10. If your tracks are found, identifying them requires a Nature check against the same DC. In addition, you and allies adjacent to you have a +2 power bonus to Stealth checks.
This stance ends after 8 hours, when you roll initiative, or when you end this stance as a minor action. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
An elf grows up learning the ways of nature. Living in the wild instills in them a deep understanding of the relationship between predator and prey. One of the surest ways to become prey is by blundering through the wilderness without a care for the trail you leave. You've seen this and practiced the lessons of your people to hide your tracks.
</RulesElement>
<RulesElement name="Determined Accuracy" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_3-3" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Prereqs> Elf </Prereqs>
    <Flavor> Resolved not to put a lie to the legendary accuracy of elves, you call all your powers of focus to the fore. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Elf Racial Utility 10 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You use elven accuracy to reroll an attack and dislike the new result. </specific>
	<specific name="Effect"> Reroll the attack roll with a +2 power bonus. Use this result, even if it's lower. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Whether through supreme skill or uncanny luck, elves tend to hit what they aim at, especially when their need is greatest. Through many battles, you have honed your focus to a razor's edge. When you need to most, you can call upon that clarity to be absolutely certain you hit-unless all of fate is arrayed against you.
</RulesElement>
<RulesElement name="Communion" type="Power" internal-id="ID_TIV_POWER_DRAGONMAGAZINE405_3-4" source="Dragon Magazine 405">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Prereqs> Elf </Prereqs>
    <Flavor> You touch your ally and set your own heart to beat in time, unleashing the healing power of emotional connections. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Elf Racial Utility 16 </specific>
	<specific name="Keywords"> Healing </specific>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Melee 1 </specific>
	<specific name="Requirement"> You must have at least one healing surge remaining. </specific>
	<specific name="Target"> One ally </specific>
	<specific name="Effect"> You lose a healing surge but gain temporary hit points equal to 3 + one-half your level. In addition, the target regains hit points equal to his or her healing surge value. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Elves interact with loved ones on a level that outsiders rarely glimpse or understand. They possess the power to connect soul to soul, matching emotions and heartbeats. You have learned to share this sympathetic bond with an ally. Through a brief touch on the battlefield, you can give strength to a friend who has been beaten down, and in turn take courage from that ally's recovery.
</RulesElement>



<!-- Dragon Magazine 408 -->
<!-- Making Race Count, Part 3 -->
<!-- Dragonborn -->
<RulesElement name="Baleful Glance" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-1" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_FREE_ACTION,2 </Category>
    <Prereqs> Dragonborn </Prereqs>
    <Flavor> You single out an enemy, holding the foe's gaze with your menacing stare. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Utility 2 </specific>
	<specific name="Keywords"> Fear </specific>
	<specific name="Action Type"> Free Action </specific>
	<specific name="Attack Type"> Close burst 5 </specific>
	<specific name="Special"> Increases to close burst 10 at 21st level </specific>
	<specific name="Target"> One enemy affected by your dragonfear power </specific>
	<specific name="Effect"> The target is dazed (save ends). </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The ability of great dragons to cause dread just by their presence is legendary, but they don't need supernatural powers to inspire fear. A simple look from a dragon can freeze a soul in terror. It is the fright inspired by a predator's stare-the fear a rabbit feels when held not by the fox's jaws but its golden eyes. You have studied the ways of dragons and practiced something of this charismatic power. Now you can use your dragonfear to hold a foe within your gaze.
</RulesElement>

<RulesElement name="Dragon's Dive" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-2" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_NO_ACTION,6 </Category>
    <Prereqs> Dragonborn </Prereqs>
    <Flavor> You set your sights on your foe and dive through the fray, heedless of the threats of others. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Utility 6 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> No Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You charge an enemy. </specific>
	<specific name="Effect"> Your movement made as part of the charge does not provoke opportunity attacks. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
When dragons take wing, they are masters of the sky. The greatest of the flying beasts-including wyverns, manticores, griffons, and rocs-hasten away when a dragon's silhouette darkens the clouds. Supreme aerial fighters, dragons often attack from on high, diving through storms of hail or flashing lightning to strike at prey or foes. Although you can't fly, you've taken this tactic to heart, learning to treat the melee around you as the storm and letting it wash off your back as you advance toward your enemy.
</RulesElement>

<RulesElement name="Arkhosian Resilience" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-3" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10 </Category>
    <Prereqs> Dragonborn </Prereqs>
    <Flavor> You call forth the elemental forces that power your breath weapon to shield you from harm. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Utility 10 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Immediate Interrupt </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You take damage of a type that matches the damage type you chose for your dragon breath power. </specific>
	<specific name="Effect"> You gain resistance equal to 5 + one-half your level to the triggering damage type until the end of the encounter. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Dragonborn and dragons fought side by side against their tiefling enemies. The dragonborn learned to protect themselves against their partners' breath weapons so they could keep fighting even as destructive energy washed around them.
</RulesElement>

<RulesElement name="Triumphant Roar" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-4" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_FREE_ACTION,16 </Category>
    <Prereqs> Dragonborn </Prereqs>
    <Flavor> Your success gives you such enthusiasm that you loose a roar that strikes fear into all the foes around you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Dragonborn Racial Utility 16 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Free Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You bloody an enemy with an attack or reduce a nonminion enemy to 0 hit points with an attack. </specific>
	<specific name="Effect"> You use dragonfear even if it is already expended. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Your draconic heritage is as obvious as the scales on your face, but that doesn't mean you can't shout it out. When you strike a decisive blow in battle, your voice reveals your pride and echoes the terrifying roars of the greatest dragons.
</RulesElement>

<!-- Half-Orc -->
<RulesElement name="Untamed Aggression" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-5" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,2 </Category>
    <Prereqs> Half-Orc </Prereqs>
    <Flavor> You foil an enemy's attempt to slip away with an aggressive step forward. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Half-Orc Racial Utility 2 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Immediate Reaction </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> An enemy adjacent to you shifts. </specific>
	<specific name="Effect"> You can shift 1 square, and you gain a +2 power bonus to attack rolls against the triggering enemy until the end of your next turn. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Half-orcs take pride in their strength and tenacity. To shrink away from an enemy betrays all that you are. When an enemy tries to maneuver around you or slip away, you react quickly to remain nearby.
</RulesElement>

<RulesElement name="Revitalizing Charge" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-6" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_FREE_ACTION,6 </Category>
    <Prereqs> Half-Orc </Prereqs>
    <Flavor> You exhilarate in the rush to engage your foe, growing more confident with each enemy that fails to stop you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Half-Orc Racial Utility 6 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Free Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You charge an enemy. </specific>
	<specific name="Effect"> You gain a number of temporary hit points equal to your Strength modifier. In addition, you gain a power bonus to your charge attack roll equal to the number of enemies that attack you during your charge movement. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
When you charge, your blood pounds in your veins like war drums. You feel the bull-headed determination of your human heritage and the bloodlust of your orc ancestors.
</RulesElement>

<RulesElement name="Blood-Fueled Fervor" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-7" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_FREE_ACTION,10 </Category>
    <Prereqs> Half-Orc </Prereqs>
    <Flavor> Your attack strikes true, and you feel your blood surge even as your enemy feels its life fade. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Half-Orc Racial Utility 10 </specific>
	<specific name="Keywords"> Healing </specific>
	<specific name="Action Type"> Free Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You hit a bloodied enemy with an attack. </specific>
	<specific name="Effect"> You can spend a healing surge. In addition, you can make a saving throw with a +2 power bonus. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Your love of battle drives you to revel in carnage. When you hurt those who would harm you, it gives you renewed vigor.
</RulesElement>

<RulesElement name="Killer's Mind" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-8" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Prereqs> Half-Orc </Prereqs>
    <Flavor> You harden your thoughts and think of nothing other than dealing death to your foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Half-Orc Racial Utility 16 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Effect"> Until the end of the encounter, you gain a +2 power bonus to attack rolls and to Will. When an attack targets your Will, you can make a basic attack against the attacker as an immediate reaction. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
You have learned to live with both sides of your heritage. Although you feel conflicting instincts when confronted by danger-survive or destroy, control or abandon-sometimes you can fuse them into one drive. This is the mind of the determined killer, and its relentlessness defends you against those that would confuse or control you.
</RulesElement>

<!-- Tiefling -->
<RulesElement name="Hellish Gaze" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-9" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Prereqs> Tiefling </Prereqs>
    <Flavor> Seeing doom reflected in your fiery eyes, your enemy turns away from your countenance. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Tiefling Racial Utility 2 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Ranged 5 </specific>
	<specific name="Target"> One creature that can see you </specific>
	<specific name="Effect"> Make a Bluff check opposed by the target's passive Insight. If the check succeeds, you can push the target 1 square, and the target cannot make opportunity attacks against you until the start of your next turn. </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The infernal curse to which all tieflings are born does more than give them a distinctive appearance. It lives in their very souls. The curse reveals itself in your gaze, which embodies all your hate in one level stare.
</RulesElement>

<RulesElement name="Grim Isolation" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-10" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Prereqs> Tiefling </Prereqs>
    <Flavor> You don't need help. You can protect yourself just fine. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Tiefling Racial Utility 6 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Effect"> You assume the grim isolation stance. Until the stance ends, you gain a +2 power bonus to all defenses while no ally is adjacent to you. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
Most tieflings spurn aid from their fellows, preferring to trust in themselves. You are so accustomed to going your own way that you sometimes drop into a familiar stance that you employ when fighting alone. Feints, dodges, and spinning maneuvers keep you just out of your enemy's reach.
</RulesElement>

<RulesElement name="Hellfire Shroud" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-11" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Prereqs> Tiefling </Prereqs>
    <Flavor> Flickering black flames swirl around you to shield you from harm and punish those who would attack you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Tiefling Racial Utility 10 </specific>
	<specific name="Keywords"/>
	<specific name="Action Type"> Minor Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Effect"> Until the end of your next turn, you gain a power bonus to all defenses equal to your Charisma modifier. In addition, whenever an enemy adjacent to you hits you with a melee attack, that enemy takes fire damage equal to your Charisma modifier. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
The fiends with whom your ancestors bargained were the lords of the Nine Hells. Their compact infused your kind with infernal power, which helped you to beat back your enemies in Arkhosia. You have learned to tap into this power and shield yourself in unearthly flames.
</RulesElement>

<RulesElement name="Eternal Returns" type="Power" internal-id="ID_TIV_POWER_DRAGON_MAGAZINE-1-12" source="Dragon Magazine 408">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_RACIAL_UTILITY,ID_FMP_CLASS_2,ID_FMP_CLASS_3,ID_FMP_CLASS_4,ID_FMP_CLASS_5,ID_FMP_CLASS_6,ID_FMP_CLASS_7,ID_FMP_CLASS_8,ID_FMP_CLASS_9,ID_FMP_CLASS_53,ID_FMP_CLASS_104,ID_FMP_CLASS_124,ID_FMP_CLASS_125,ID_FMP_CLASS_126,ID_FMP_CLASS_127,ID_FMP_CLASS_128,ID_FMP_CLASS_129,ID_FMP_CLASS_134,ID_FMP_CLASS_147,ID_FMP_CLASS_148,ID_FMP_CLASS_362,ID_FMP_CLASS_437,ID_FMP_CLASS_466,ID_FMP_CLASS_472,ID_FMP_CLASS_529,ID_FMP_CLASS_602,ID_FMP_CLASS_705,ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_719,ID_FMP_CLASS_722,ID_FMP_CLASS_779,ID_FMP_CLASS_784,ID_FMP_CLASS_788,ID_FMP_CLASS_790,ID_FMP_CLASS_793,ID_FMP_CLASS_811,ID_FMP_CLASS_813,ID_FMP_CLASS_817,ID_FMP_CLASS_821,ID_FMP_CLASS_883,ID_DAB_CLASS_1,ID_INTERNAL_CLASS_HYBRID,ID_TIV_CLASS_FH-SS_100_1,ID_TIV_CLASS_FH-SS_100_2,ID_TIV_HYBRID_CLASS_FH-SS_100_1-1,ID_TIV_HYBRID_CLASS_FH-SS_100_2-1,ID_TIV_CLASS_FH-SS_100_3,ID_TIV_HYBRID_CLASS_FH-SS_100_3-1,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_NO_ACTION,16 </Category>
    <Prereqs> Tiefling </Prereqs>
    <Flavor> Your defeat opens a door for your return to the world. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Tiefling Racial Utility 16 </specific>
	<specific name="Keywords"> Healing </specific>
	<specific name="Action Type"> No Action </specific>
	<specific name="Attack Type"> Personal </specific>
	<specific name="Trigger"> You drop below 1 hit point. </specific>
	<specific name="Effect"> You are removed from play until the start of your next turn. At the start of your next turn, you can spend a healing surge, and you return to play in an unoccupied space within 5 squares of the last space you occupied. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
As kin to an immortal, you have little fear of death. It's what happens after death that causes you concern. Who can say if you'll receive your just reward, or if the Nine Hells will claim your soul-or if going to the Hells is your just reward? You'd rather not find out, so you've made a bargain that should help keep your fat out of the fire, at least for a while.
</RulesElement>
</D20Rules>