<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="thFrCrftr" name="Firecrafter" description="{i}&quot;I feel the flames of a thousand suns burning in my heart.&quot;{/i}\nFire creates and destroys. With fire, one can transform raw iron into a useful blade, clear a field of crops to halt the spread of a disease, or lay waste to anything that stands in one&#146;s way. Fire is also the element of emotion, of passion and intensity, of new ideas and revelations. Firecrafters embrace elemental fire, using it to forge themselves into something new, something made from fire and yet bound in humanoid form.\n    Firecrafting finds its roots among the primitive cultures in the world. Legend holds that the primordial Imix gifted mortals with fire in order to destroy them, and it was Ioun&#146;s intervention and knowledge that gave mortals the wisdom to control it. Ioun enabled mortals not only to use fire for light and warmth, but to bend it to their will with magic.\n    Firecrafters come by their power through the same channels that other individuals learn to use elemental magic. Some might transform into elemental creatures after discovering a primordial shard. An imprisoned primordial might grant a boon to a particularly loyal follower, while mere exposure to the Elemental Chaos could be the catalyst that awakens a latent elemental quality in others. Regardless of his or her history, a firecrafter leads a lonely life. People fear firecrafters, and with good reason.\n\n    {b}Firecrafter Starting Feature (1st level):{/b} Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. Also, you can emit dim light out to 5 squares. As a minor action, you can suppress or resume this light.\n    You also gain the blazing corona power.\n    {b}Firecrafter Level 5 Feature (5th level):{/b} You gain a +2 power bonus to Acrobatics checks. Whenever you use your second wind, you gain a +1 power bonus to attack rolls with fire attacks until the end of your next turn.\n    {b}Firecrafter Level 10 Feature (10th level):{/b} Whenever you use blazing corona, you can also shift up to 3 squares as a free action." compset="Theme">
    <bootstrap thing="fFrCrftr1"></bootstrap>
    <bootstrap thing="fFrCrftr5"></bootstrap>
    <bootstrap thing="fFrCrftr10"></bootstrap>
    </thing>
  <thing id="fFrCrftr1" name="Firecrafter Starting Feature" description="Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. Also, you can emit dim light out to 5 squares. As a minor action, you can suppress or resume this light.\n    You also gain the blazing corona power." compset="ThemeFeat">
    <tag group="ReqLevel" tag="1"/>
    <bootstrap thing="fRGeEleOri"></bootstrap>
    <bootstrap thing="lanPrimord"></bootstrap>
    <bootstrap thing="pwFrCrftr1"></bootstrap>
    </thing>
  <thing id="pwFrCrftr1" name="Blazing Corona" description="{b}Effect:{/b} You activate an aura 1 that lasts until the end of your next turn. Any creature that starts its turn in the aura takes fire damage equal to your highest ability modifier. Using the secondary power ends the aura." compset="Power">
    <fieldval field="pwFlavor" value="Fire erupts from your body, burning until you fling it away from you as a fiery bolt"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="1"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="EffectType" tag="Aura"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Personal"/>
    <bootstrap thing="pwFrCrft1b"></bootstrap>
    </thing>
  <thing id="fFrCrftr5" name="Firecrafter Level 5 Feature" description="You gain a +2 power bonus to Acrobatics checks. Whenever you use your second wind, you gain a +1 power bonus to attack rolls with fire attacks until the end of your next turn." compset="ThemeFeat">
    <tag group="ReqLevel" tag="5"/>
    <eval phase="Traits" priority="1000"><![CDATA[    #traitmodify[skAcrobati,trtPower,2,""]]]></eval>
    </thing>
  <thing id="fFrCrftr10" name="Firecrafter Level 10 Feature" description="Whenever you use blazing corona, you can also shift up to 3 squares as a free action." compset="ThemeFeat">
    <tag group="ReqLevel" tag="10"/>
    </thing>
  <thing id="pwFrCrft1b" name="Blazing Corona Secondary Power" description="{b}Requirement:{/b} The power Blazing Corona must be active in order to use this power.\n{b}Attack:{/b} Highest ability modifier + 2 vs. Reflex\n    Level 11: Highest ability modifier + 4\n    Level 21: Highest ability modifier + 6\n\n{b}Hit:{/b} 1d8 fire damage.\n    Level 11: 2d8 fire damage.\n    Level 21: 3d8 fire damage" compset="Power">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwRange1" value="10"/>
    <fieldval field="pwAtkMod" value="2"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="DamageType" tag="Fire"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string
var levelb as number

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]></eval>
    </thing>
  <thing id="pwFrCrft3" name="Lesser Produce Flame" description="{b}Effect:{/b} You create a flame in your hand that emits bright light out to 10 squares. The flame lasts until the end of the encounter, until you dismiss it as a minor action, or until you use the secondary power." compset="Power">
    <fieldval field="pwFlavor" value="Snapping your fingers causes a fiery ball to appear in your hand to illuminate your surroundings."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="3"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Personal"/>
    <bootstrap thing="pwFrCrft3b"></bootstrap>
    </thing>
  <thing id="pwFrCrft3b" name="Lesser Produce Flame Secondary Power" description="{b}Requirement:{/b} The power Lesser Produce Flame must be active in order to use this power.\n{b}Attack:{/b} Highest ability modifier vs. Reflex. You gain a +2 bonus to the attack roll.\n{b}Hit:{/b} 2d8 + highest ability modifier fire damage" compset="Power">
    <fieldval field="pwDamBase" value="2d8"/>
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwRange1" value="10"/>
    <fieldval field="pwAtkMod" value="2"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="Attack" tag="User"/>
    <tag group="User" tag="AttrPhys"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="ActionType" tag="Standard"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwfrCrft6" name="Burning Bright" description="{b}Effect:{/b} You activate an aura 2 that lasts until the end of the encounter. Enemies in the aura have vulnerable 5 fire and take a -2 penalty to saving throws against ongoing fire damage. Nonmagical fires in the aura can be put out only if you allow them to be extinguished." compset="Power">
    <fieldval field="pwFlavor" value="Your presence causes fires to burn so hot that little hope exists of extinguishing them."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="6"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="EffectType" tag="Aura"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Personal"/>
    </thing>
  <thing id="pwFrCrftr7" name="Lesser Roaring Flames" description="{b}Attack:{/b} Highest ability modifier vs. Reflex. You gain a +2 bonus to the attack roll.\n{b}Hit:{/b} 2d6 + highest ability modifier fire damage.\n{b}Effect:{/b} Each ally in the burst gains a +2 power bonus to one attack roll, saving throw, or skill or ability check made before the start of your next turn." compset="Power">
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwAtkMod" value="2"/>
    <fieldval field="pwFlavor" value="A bright and loud cascade of fire singes your foes while inspiring your allies."/>
    <fieldval field="pwRange1" value="3"/>
    <fieldval field="pwDamBase" value="2d6"/>
    <tag group="Attack" tag="User"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="User" tag="AttrPhys"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="ReqLevel" tag="7"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerSrc" tag="None"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwFrCrf13a" name="Produce Flame" description="{b}Effect:{/b} You create a flame in your hand that emits bright light out to 10 squares. The flame lasts until the end of the encounter, until you dismiss it as a minor action, or until you use the secondary power." compset="Power">
    <fieldval field="pwFlavor" value="Snapping your fingers causes a fiery ball to appear in your hand to illuminate your surroundings."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="13"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Personal"/>
    <bootstrap thing="pwFrCrf13b"></bootstrap>
    </thing>
  <thing id="pwFrCrf13b" name="Produce Flame Secondary Power" description="{b}Requirement:{/b} The power Produce Flame must be active in order to use this power.\n{b}Target:{/b} One creature\n{b}Attack:{/b} Highest ability modifier vs. Reflex. You gain a +4 bonus to the attack roll.\n{b}Hit:{/b} 3d8 + highest ability modifier fire damage." compset="Power">
    <fieldval field="pwAtkMod" value="4"/>
    <fieldval field="pwDamBase" value="3d8"/>
    <fieldval field="pwRange1" value="10"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="Attack" tag="User"/>
    <tag group="User" tag="AttrPhys"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="DamageType" tag="Fire"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Encounter"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwFrCrfr17" name="Roaring Flames" description="{b}Attack:{/b} Highest ability modifier vs. Reflex. You gain a +4 bonus to the attack roll.\n{b}Hit:{/b} 3d6 + highest ability modifier fire damage.\n{b}Effect:{/b} Each ally in the burst gains a +2 power bonus to one attack roll, saving throw, or skill or ability check made before the start of your next turn." compset="Power">
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwFlavor" value="A bright and loud cascade of fire singes your foes while inspiring your allies."/>
    <fieldval field="pwAtkMod" value="4"/>
    <fieldval field="pwRange1" value="3"/>
    <fieldval field="pwDamBase" value="3d6"/>
    <tag group="ReqLevel" tag="17"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="Attack" tag="User"/>
    <tag group="User" tag="AttrPhys"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerSrc" tag="None"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwFrCrf23b" name="Greater Produce Flame Secondary Power" description="{b}Attack:{/b} Highest ability modifier vs. Reflex. You gain a +6 bonus to the attack roll.\n{b}Hit:{/b} 4d8 + highest ability modifier fire damage." compset="Power">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwAtkMod" value="6"/>
    <fieldval field="pwDamBase" value="4d8"/>
    <fieldval field="pwRange1" value="10"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="Attack" tag="User"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="User" tag="AttrPhys"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="ActionType" tag="Standard"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwFrCrft23" name="Greater Produce Flame" description="{b}Effect:{/b} You create a flame in your hand that emits bright light out to 10 squares. The flame lasts until the end of the encounter, until you dismiss it as a minor action, or until you use the secondary power." compset="Power">
    <fieldval field="pwFlavor" value="Snapping your fingers causes a fiery ball to appear in your hand to illuminate your surroundings."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="23"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="AttackType" tag="Personal"/>
    <bootstrap thing="pwFrCrf23b"></bootstrap>
    </thing>
  <thing id="pwFrCrft27" name="Greater Roaring Flames" description="{b}Attack:{/b} Highest ability modifier vs. Reflex. You gain a +6 bonus to the attack roll.\n{b}Hit:{/b} 4d6 + highest ability modifier fire damage.\n{b}Effect:{/b} Each ally in the burst gains a +2 power bonus to one attack roll, saving throw, or skill or ability check made before the start of your next turn." compset="Power">
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwFlavor" value="A bright and loud cascade of fire singes your foes while inspiring your allies."/>
    <fieldval field="pwAtkMod" value="6"/>
    <fieldval field="pwDamBase" value="4d6"/>
    <fieldval field="pwRange1" value="3"/>
    <tag group="ReqLevel" tag="27"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thFrCrftr"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="Attack" tag="User"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="User" tag="AttrPhys"/>
    <tag group="User" tag="AttrMental"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerSrc" tag="None"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  </document>
