<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="thGladiato" name="Gladiator" description="{i}&quot;I have no quarrel with you, friend, but circumstances make us enemies. Only one of us will leave the arena this day, and it&#146;s going to be me.&quot;{/i}\n\nLife under the sorcerer-kings is hard. Water, food, and shelter are never guaranteed, and one misstep can result in a public flogging by an overambitious templar or a swift execution to serve as warning to others who might overstep their bounds. But the sorcerer-kings know that even with loyal templars and vast armies at their command, they rule with their subjects&#146; consent. To distract the masses from their misery, to divert public attention from oppressive laws and heavy taxes, the sorcerer-kings decree the incessant spectacle of gladiatorial games.\n    Each city-state boasts an impressive arena, with enough seating to hold most of its citizens. Each week, or more often depending on weather or political conditions, nobles and commoners gather to watch the drama unfold, cheering madly as their favorite warriors duel with other gladiators, work in teams to claim the contest&#146;s great prize, or fight en masse to defeat whatever new horror the arena masters have plucked, no doubt at great expense and loss of life, from the desert wastes.\n    Naturally, most gladiators are slaves. Chosen for this fate because of their strength or skill, they live and die at the crowd&#146;s favor, pitting what training they acquire against myriad foes, never knowing when they will face an insurmountable foe, never sure when their opponent will be their equal. Arena masters understand that their warriors fight with passion when they have something to fight for, and so they offer freedom, wealth, pleasure, or some other incentive to stoke the fires and keep their captive warriors eager for victory. Freedom is the greatest prize, of course&#151;but the games are so violent that few gladiators live long enough to earn the victories they need to escape.\n    The life of a gladiator is brutish and brief, but it is the one occupation a slave can hold that also brings respect. Gladiators are heroes to the common people. Their trials and victories are the stuff of legend, and many slaves grow comfortable from the accolades their conquests bring.\n\n{b}Gladiator Starting Feature (1st level):{/b} You gain the Disrupting Advance Power." compset="Theme" uniqueness="unique">
    <usesource source="DarkSun"/>
    <tag group="Hide" tag="Special" name="Special" abbrev="Special"/>
    <bootstrap thing="fThmGlad1"></bootstrap>
    </thing>
  <thing id="fThmGlad1" name="Gladiator Starting Feature" description="You gain the Disrupting Advance Power." compset="ThemeFeat" uniqueness="unique">
    <tag group="ReqLevel" tag="1" name="1" abbrev="1"/>
    <bootstrap thing="pwGladAdv"></bootstrap>
    </thing>
  <thing id="pwGladAdv" name="Disrupting Advance" description="{b}Hit:{/b} 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.\n\nLevel 11: 3[W] + ability modifier damage.\nLevel 21: 4[W] + ability modifier damage." compset="Power">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="With an attack followed by a violent shove, your enemy flies backward. As it flails for balance, it loses its footing and stumbles into the creatures around it."/>
    <usesource source="DarkSun"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="PowerTheme" tag="thGladiato"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="AttackVs" tag="defAC"/>
    <tag group="Damage" tag="Weapon2"/>
    <tag group="PowerUse" 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[attrDex]
attidstr = "attrDex"

~ 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="pwGladChlg" name="Infuriating Challenge" description="{b}Hit:{/b} 3[W] + ability modifier damage, and the target grants combat advantage to you until the end of the encounter.\n\n{b}Level 15: {/b}\n\n{b}Hit:{/b} As above, but 4[W] + ability modifier damage.\n\n{b}Level 25: {/b}\n\nAs above, but 5[W] + ability modifier damage." compset="Power">
    <fieldval field="pwFlavor" value="With one precise strike you find your foe&#146;s weak spot, both physically and mentally, and put it off guard for the rest of the battle."/>
    <fieldval field="pwTarget" value="One creature"/>
    <usesource source="Dragon"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="PowerType" tag="Daily"/>
    <tag group="ReqLevel" tag="5"/>
    <tag group="PowerTheme" tag="thGladiato"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="AttackVs" tag="defAC"/>
    <tag group="Damage" tag="Weapon3"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="EffectType" tag="Reliable"/>
    <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[attrDex]
attidstr = "attrDex"

~ 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="pwGladSwp" name="Savage Sweep" description="{b}Hit:{/b} 1[W] + ability modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.\n\n{b}Level 13:{/b}\n\n{b}Hit:{/b} As above, but 2[W] + ability modifier damage.\n\n{b}Level 23:{/b}\n\n{b}Hit: {/b} As above, but 3[W] + ability modifier damage." compset="Power">
    <fieldval field="pwFlavor" value="When an enemy tries to slip away from you, you stick to it."/>
    <fieldval field="pwRange1" value="1"/>
    <fieldval field="pwTarget" value="Each creature you can see in the burst"/>
    <usesource source="DarkSun"/>
    <tag group="PowerTheme" tag="thGladiato"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="ReqLevel" tag="3"/>
    <tag group="Damage" tag="Weapon1"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="AttackVs" tag="defAC"/>
    <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[attrDex]
attidstr = "attrDex"

~ 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="pwGladFlow" name="Go with the Flow" description="{b}Trigger:{/b} An enemy within 5 squares of you that you can see moves willingly.\n\n{b}Effect{/b}: You shift half your speed and gain combat advantage against the target until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="The best way to survive a fight is to take out your enemies as fast as you can."/>
    <fieldval field="pwTarget" value="The triggering enemy"/>
    <usesource source="DarkSun"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ReqLevel" tag="2"/>
    <tag group="PowerTheme" tag="thGladiato"/>
    <tag group="ActionType" tag="ImmedReact"/>
    <tag group="AttackType" tag="Personal"/>
    <tag group="PowerSrc" tag="Martial"/>
    </thing>
  <thing id="pwGladBld" name="Bloodborn Menace" description="{b}Trigger{/b}: You bloody an enemy or reduce an enemy to 0 hit points with a melee attack.\n\n{b}Effect{/b}: Each enemy within 10 squares of you that can see you grants combat advantage to you until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="Your skill at the kill gives your enemies pause."/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="PowerType" tag="Utility" name="Utility Power" abbrev="Utility"/>
    <tag group="PowerUse" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="6"/>
    <tag group="ActionType" tag="Free"/>
    <tag group="AttackType" tag="Personal" name="Personal" abbrev="Personal"/>
    <tag group="PowerTheme" tag="thGladiato"/>
    </thing>
  <thing id="pwGladMrd" name="Murderous Rampage" description="{b}Effect:{/b} Until the end of your next turn, whenever any enemy starts its turn adjacent to the target, that enemy takes damage equal to your primary ability modifier.\n\n{b}Hit:{/b} 2[W] + ability modifier damage.\n\n{b}Level 17:{/b}\n\n{b}Hit:{/b} 3[W] + ability modifier damage.\n\n{b}Level 27:{/b}\n\n{b}Hit: {/b} 4[W] + ability modifier damage." compset="Power">
    <fieldval field="pwFlavor" value="The path to victory lies through your opponent. With a devastating strike, you take a step toward that goal."/>
    <fieldval field="pwTarget" value="One creature"/>
    <usesource source="DarkSun" parent="Supplement" name="Dark Sun Campaign Setting"/>
    <tag group="PowerTheme" tag="thGladiato" name="Gladiator" abbrev="Gladiator"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="PowerUse" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="3" name="3" abbrev="3"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="AttackVs" tag="defAC" name="Armor Class" abbrev="AC"/>
    <tag group="Damage" tag="Weapon2"/>
    <tag group="PowerSrc" tag="Martial" name="Martial" abbrev="Martial"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <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[attrDex]
attidstr = "attrDex"

~ 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="pwGladBlds" name="Bloody Blades" description="{b}Effect:{/b} Before the attack, you move your speed. Each enemy that makes an opportunity attack against you during this movement takes damage equal to your primary ability modifier and is pushed 1 square after its attack.\n\n{b}Hit:{/b} 2[W] + ability modifier damage.\n\n{b}Level 19: {/b}\n\n{b}Hit:{/b} 3[W] + ability modifier damage.\n\n{b}Level 29: {/b}\n\n{b}Hit:{/b} 4[W] + ability modifier damage." compset="Power">
    <fieldval field="pwTarget" value="Each enemy you can see in the burst"/>
    <fieldval field="pwFlavor" value="You whip your weapons around you to keep your enemies from blocking your progress to a swift victory."/>
    <fieldval field="pwRange1" value="1"/>
    <usesource source="DarkSun"/>
    <tag group="PowerSrc" tag="Martial" name="Martial" abbrev="Martial"/>
    <tag group="PowerTheme" tag="thGladiato" name="Gladiator" abbrev="Gladiator"/>
    <tag group="PowerType" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="PowerUse" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="9"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="Damage" tag="Weapon2"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="EffectType" tag="Stance"/>
    <tag group="AttackVs" tag="defAC" name="Armor Class" abbrev="AC"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <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[attrDex]
attidstr = "attrDex"

~ 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="pwGladWeak" name="Perceive Weakness" description="{b}Trigger:{/b} An enemy you can see misses with a melee attack.\n\n{b}Effect{/b}: Your next melee weapon attack against the target before the end of your next turn gains a +2 power bonus to the attack roll and deals 1[W] extra damage.\n\n{b}Special:{/b} If your next attack against the target misses, you regain the use of this power." compset="Power">
    <fieldval field="pwTarget" value="The triggering enemy"/>
    <fieldval field="pwFlavor" value="You spot the flaws in your foe&#146;s technique and can bring this knowledge to bear during your next attack."/>
    <usesource source="DarkSun" parent="Supplement" name="Dark Sun Campaign Setting"/>
    <tag group="PowerTheme" tag="thGladiato" name="Gladiator" abbrev="Gladiator"/>
    <tag group="PowerType" tag="Utility" name="Utility Power" abbrev="Utility"/>
    <tag group="PowerUse" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="10"/>
    <tag group="ActionType" tag="ImmedReact" name="Immediate Reaction" abbrev="Immediate Reaction"/>
    <tag group="PowerSrc" tag="Martial" name="Martial" abbrev="Martial"/>
    <tag group="AttackType" tag="Personal" name="Personal" abbrev="Personal"/>
    </thing>
  </document>
