<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="fDrFear" name="Dragonfear" description="{b}Target:{/b} Each enemy in the burst\n\n{b}Attack:{/b} Strength +2 vs. Will or Charisma +2 vs. Will\n\n{b}Level 11:{/b} Strength + 4 vs. Will or Charisma + 4 vs. Will.\n{b}Level 21:{/b} Strength + 6 vs. Will or Charisma + 6 vs. Will.\n\n{b}Hit:{/b} The target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn." compset="BuildOpt">
    <tag group="BuildOpt" tag="fDrBrnFeat" name="Racial 2" abbrev="Racial 2"/>
    <bootstrap thing="pwDragFear">
      <containerreq phase="Setup" priority="500"><![CDATA[fieldval:boActive <> 0]]>
        <after name="Build option final"/>
        </containerreq>
      </bootstrap>
    </thing>
  <thing id="fDrBreath" name="Dragon Breath" description="{b}Attack:{/b} Strength, Constitution or Dexterity vs. Reflex. You gain a +2 bonus to the attack roll.\n\n{b}Hit{/b}: 1d6 + Constitution modifier damage.\n\n{b}Level 11:{/b} 2d6 + Constitution modifier damage, the bonus increases to +4.\n{b}Level 21:{/b} 3d6 + Constitution modifier damage, the bonus increases to +6." compset="BuildOpt">
    <tag group="BuildOpt" tag="fDrBrnFeat" name="Racial" abbrev="Racial"/>
    <bootstrap thing="pwDragBrea">
      <containerreq phase="Setup" priority="500"><![CDATA[fieldval:boActive <> 0]]>
        <after name="Build option final"/>
        </containerreq>
      </bootstrap>
    </thing>
  <thing id="fDrBrnFeat" name="Racial Power" description="Choose either Dragon Breath or Dragonfear." compset="RaceFeat">
    <fieldval field="usrCandid1" value="(component.BuildOpt) &amp; (BuildOpt.fDrBrnFeat)"/>
    </thing>
  <thing id="rDraBorn" name="Dragonborn" description="{b}Draconic Heritage{/b}: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.{br}{b}Dragonborn Fury{/b}: While you are bloodied, you gain a +1 racial bonus to attack rolls.{br}{b}Dragonborn Racial Power{/b}: When you select dragonborn as your character&apos;s race, choose one of the following powers. Your dragonborn character gains that power.{br}{i}Dragon Breath{/i}: You have the dragon breath power.{br}{i}Dragonfear{/i}: You are naturally intimidating at the best of times, and when passions strike, you are positively terrifying. You gain the dragonfear racial power." compset="Race" replaces="rDragonbor" uniqueness="unique">
    <fieldval field="racFlavor" value="Proud, honorable warriors, born from the blood of an ancient dragon god."/>
    <fieldval field="racCha" value="2"/>
    <fieldval field="racHtMin" value="74"/>
    <fieldval field="racHtMax" value="80"/>
    <fieldval field="racWtMin" value="220"/>
    <fieldval field="racWtMax" value="320"/>
    <tag group="SkillBonus" tag="skIntimida" name="Intimidate" abbrev="Intimidate"/>
    <tag group="User" tag="StdRace" name="StdRace" abbrev="StdRace"/>
    <tag group="Size" tag="Medium" name="Medium" abbrev="Medium"/>
    <tag group="SkillBonus" tag="skHistory" name="History" abbrev="History"/>
    <bootstrap thing="lanDraconi"></bootstrap>
    <bootstrap thing="fRPlusAb">
      <autotag group="RaceBonus" tag="attrCon"/>
      <autotag group="RaceBonus" tag="attrStr"/>
      </bootstrap>
    <bootstrap thing="lanCommon"></bootstrap>
    <bootstrap thing="fRDrDraHer"></bootstrap>
    <bootstrap thing="fRDrDraFur"></bootstrap>
    <bootstrap thing="fDrBreath"></bootstrap>
    <bootstrap thing="fDrFear"></bootstrap>
    <bootstrap thing="fDrBrnFeat"></bootstrap>
    <bootstrap thing="drgBrthTyp"></bootstrap>
    </thing>
  <thing id="pwDragBrea" name="Dragon Breath" description="{b}Attack:{/b} Strength, Constitution or Dexterity vs. Reflex. You gain a +2 bonus to the attack roll.\n\n{b}Hit{/b}: 1d6 + Constitution modifier damage.\n\nLevel 11: 2d6 + Constitution modifier damage, the bonus increases to +4.\nLevel 21: 3d6 + Constitution modifier damage, the bonus increases to +6." compset="Power">
    <fieldval field="pwTarget" value="Each creature in the blast."/>
    <fieldval field="pwFlavor" value="As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes."/>
    <fieldval field="pwRange1" value="3"/>
    <fieldval field="pwDamBase" value="1d6"/>
    <fieldval field="pwSpecial" value="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&#146;s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character&#146;s life and do not change the power&#146;s other effects."/>
    <fieldval field="pwAtkMod" value="2"/>
    <tag group="PowerClass" tag="Race" name="Race" abbrev="Race"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ActionType" tag="Minor" name="Minor Action" abbrev="Minor Action"/>
    <tag group="AttackType" tag="CloseBlast"/>
    <tag group="AttackVs" tag="defRef" name="Reflex" abbrev="Ref"/>
    <eval phase="Traits" priority="5000"><![CDATA[var attidstr3 as string

if (#attrbonus[attrStr]>#attrbonus[attrDex]) then
if (#attrbonus[attrCon]>#attrbonus[attrStr]) then
attidstr3 = "attrCon"
else
attidstr3 = "attrStr"
endif
else
if (#attrbonus[attrCon]>#attrbonus[attrDex]) then
attidstr3 = "attrCon"
else
attidstr3 = "attrDex"
endif
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <before name="Power attack final"/>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwDragFear" name="Dragonfear" description="{b}Hit{/b}: The target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn.\n\n{b}Level 1:{/b} Strength +2 vs. Will or Charisma + 2 vs. Will.\n{b}Level 11:{/b} Strength + 4 vs. Will or Charisma + 4 vs. Will.\n{b}Level 21:{/b} Strength + 6 vs. Will or Charisma + 6 vs. Will." compset="Power">
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwAtkMod" value="2"/>
    <fieldval field="pwTarget" value="Each enemy in the burst."/>
    <fieldval field="pwFlavor" value="Your presence causes your enemies to quake and tremble."/>
    <fieldval field="pwSpecial" value="Range increase to close burst 10 at 21st level."/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="EffectType" tag="Fear"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="AttackVs" tag="defWill" name="Will" abbrev="Will"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  </document>
