<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="thIrWlfWar" name="Iron Wolf Warrior" description="Every adult Iron Wolf member considers himself or herself a warrior, taking pride in his or her bravery, tenacity, and stoicism in the face of pain or adversity. An Iron Wolf warrior learns the ways of the forest as a child, mastering arts of woodcraft and honing senses long forgotten by the so-called civilized folk of the world. Each soon-to-be Iron Wolf warrior trains alongside his or her tribal brothers and sisters, taking part in fierce skirmishes against orcs, giants, and other marauders, and learning how to fight and survive under the tutelage of the tribe&#146;s most honored warriors.\n    As outsiders to the ways of civilization, Iron Wolf warriors are sometimes frustrated and confused by rules of behavior that make no sense to them. When one warrior has a quarrel with one another, he or she confronts that person. A brawl in the road (or, rarely, a duel to the death) is a perfectly acceptable way to settle such conflicts. These warriors value their given word highly, and they hold liars and cheats in utter contempt. Likewise, they have little patience for those who hold positions they did not earn through skill or valor, or who wield power they do not deserve.\n\n{b}Iron Wolf Warrior Starting Feature (1st level):{/b} You gain the iron wolf charge power.\n{b}Iron Wolf Warrior Level 5 Feature (5th level):{/b} You gain a +2 power bonus to Nature checks and Perception checks.\n{b}Iron Wolf Warrior Level 10 Feature (10th level):{/b} When an enemy drops you below 1 hit point, you can make a basic attack against that enemy as a free action immediately before you begin dying." compset="Theme">
    <bootstrap thing="fIrWlfWr10"></bootstrap>
    <bootstrap thing="fIrWlfWr5"></bootstrap>
    <bootstrap thing="fIrWlfWr1"></bootstrap>
    </thing>
  <thing id="pwIrWfWr1" name="Iron Wolf Charge" description="{b}Trigger:{/b} You hit an enemy with a charge attack.\n{b}Effect:{/b} That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack.\n    Level 11: 2d6 extra damage.\n    Level 21: 3d6 extra damage.\n\n{b}Target:{/b} Each enemy in the burst\n{b}Attack:{/b} Highest ability modifier vs. Will\n{b}Hit:{/b} You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You scream out an unnerving howl as you charge into battle. Faint-hearted foes shrink from your savage wrath."/>
    <fieldval field="pwRange1" value="2"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="None"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Fear"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="AttackVs" tag="defWill"/>
    <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="pwIrWlWr2" name="Savage Effort" description="{b}Effect:{/b} Until the end of the encounter, whenever you make an Athletics check or an Endurance check, you can roll twice and use either result." compset="Power">
    <fieldval field="pwFlavor" value="Refusing to be defeated, you press on in a test of endurance or athletic prowess that would defeat softer, more civilized people."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="2"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Personal"/>
    </thing>
  <thing id="pwIrWlWr3" name="Wolf&apos;s Rend" description="{b}Primary Attack:{/b} Highest ability modifier vs. Reflex\n{b}Hit:{/b} The target takes damage equal to your highest ability modifier and falls prone.\n{b}Effect:{/b} Make the secondary attack against the target.\n{b}Attack:{/b} Highest ability modifier vs. AC\n{b}Hit:{/b} 2[W] + highest ability modifier damage.\n{b}Effect:{/b} If you hit with both the primary and the secondary attack, you can shift up to 2 squares after the attacks." compset="Power">
    <fieldval field="pwFlavor" value="You trip your foe, then follow up with a quick strike against it."/>
    <fieldval field="pwTarget" value="One Creature"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="3"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="EffectType" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="Damage" tag="Weapon2"/>
    <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="pwIrWlWr6" name="Savage Tenacity" description="{b}Trigger:{/b} An enemy adjacent to you shifts 1 square.\n{b}Effect:{/b} You shift 1 square to a square adjacent to that enemy. You also gain a +2 power bonus to your next attack roll against that enemy until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="When your enemy tries to get away from you, you press it harder and increase your efforts."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="ImmedReact"/>
    <tag group="ReqLevel" tag="6"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Personal"/>
    </thing>
  <thing id="pwIrWlWr7" name="Wolf&apos;s Bound" description="{b}Trigger:{/b} You hit an enemy with a melee attack.\n{b}Primary Target:{/b} The enemy you hit\n{b}Effect:{/b} You knock the primary target prone and shift up to 3 squares. Then make the secondary attack.\n{b}Secondary Target:{/b} One creature other than the primary target\n{b}Attack:{/b} Highest ability modifier vs. AC\n{b}Hit:{/b} 2[W] damage. You push the secondary target up to 2 squares, and it takes a -2 penalty to attack rolls until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You strike a foe and pull it to the ground, then bound toward another enemy, letting loose a snarl as you attack."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="None"/>
    <tag group="ReqLevel" tag="7"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Fear"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="EffectType" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <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="pwIrWlWr10" name="Savage Resurgence" description="{b}Trigger:{/b} An enemy bloodies you or scores a critical hit against you.\n{b}Effect:{/b} You gain temporary hit points equal to your level + your highest ability modifier. Until you have no temporary hit points left, you gain a +2 power bonus to melee attack rolls." compset="Power">
    <fieldval field="pwFlavor" value="The pain of your wounds drives you to fight even harder."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="ImmedReact"/>
    <tag group="ReqLevel" tag="10"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Personal"/>
    </thing>
  <thing id="pwIrWlWr13" name="Iron Wolf&apos;s Rend" description="{b}Primary Attack:{/b} Highest ability modifier vs. Reflex\n{b}Hit:{/b} The target takes damage equal to your highest ability modifier and falls prone.\n{b}Effect:{/b} Make the secondary attack against the target.\n{b}Attack:{/b} Highest ability modifier vs. AC\n{b}Hit:{/b} 3[W] + highest ability modifier damage.\n{b}Effect:{/b} If you hit with both the primary and the secondary attack, you can shift up to 3 squares after the attacks." compset="Power">
    <fieldval field="pwFlavor" value="You trip your foe, then follow up with a quick strike against it."/>
    <fieldval field="pwTarget" value="One creature"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="13"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="EffectType" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="Damage" tag="Weapon3"/>
    <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="pwIrWlWr17" name="Iron Wolf&apos;s Bound" description="{b}Effect:{/b} You knock the primary target prone and shift up to 4 squares. Then make the secondary attack.\n{b}Secondary Target:{/b} One creature other than the primary target\n{b}Attack:{/b} Highest ability modifier vs. AC\n{b}Hit:{/b} 3[W] damage. You push the secondary target up to 3 squares, and it takes a -2 penalty to attack rolls until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You strike a foe and pull it to the ground, then bound toward another enemy, letting loose a snarl as you attack."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="None"/>
    <tag group="ReqLevel" tag="17"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Fear"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="EffectType" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="Damage" tag="Weapon3"/>
    <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="pwIrWlWr23" name="Epic Iron Wolf&apos;s Rend" description="{b}Primary Attack:{/b} Highest ability modifier vs. Reflex\n{b}Hit:{/b} The target takes damage equal to your highest ability modifier and falls prone.\n{b}Effect:{/b} Make the secondary attack against the target.\n{b}Attack:{/b} Highest ability modifier vs. AC\n{b}Hit:{/b} 4[W] + highest ability modifier damage.\n{b}Effect:{/b} If you hit with both the primary and the secondary attack, you can shift up to 4 squares after the attacks." compset="Power">
    <fieldval field="pwFlavor" value="You trip your foe, then follow up with a quick strike against it."/>
    <fieldval field="pwTarget" value="One creature"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="23"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="EffectType" tag="Weapon"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="MeleeWep"/>
    <tag group="Damage" tag="Weapon4"/>
    <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="pwIrWlWr27" name="Epic Iron Wolf&apos;s Bound" description="{b}Trigger:{/b} You hit an enemy with a melee attack.\n{b}Primary Target:{/b} The enemy you hit\n{b}Effect:{/b} You knock the primary target prone and shift up to 5 squares. Then make the secondary attack.\n{b}Secondary Target:{/b} One creature other than the primary target\n{b}Attack:{/b} Highest ability modifier vs. AC\n{b}Hit:{/b} 4[W] damage. You push the secondary target up to 4 squares, and it takes a -2 penalty to attack rolls until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You strike a foe and pull it to the ground, then bound toward another enemy, letting loose a snarl as you attack."/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="None"/>
    <tag group="ReqLevel" tag="27"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thIrWlfWar"/>
    <tag group="PowerSrc" tag="Martial"/>
    <tag group="EffectType" tag="Fear"/>
    <tag group="EffectType" tag="Primal"/>
    <tag group="EffectType" tag="Weapon"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="MeleeWep"/>
    </thing>
  <thing id="fIrWlfWr1" name=" Iron Wolf Warrior Starting Feature" description="You gain the iron wolf charge power." compset="ThemeFeat">
    <tag group="ReqLevel" tag="1"/>
    <bootstrap thing="pwIrWfWr1"></bootstrap>
    </thing>
  <thing id="fIrWlfWr5" name=" Iron Wolf Warrior Level 5 Feature" description="You gain a +2 power bonus to Nature checks and Perception checks." compset="ThemeFeat">
    <tag group="ReqLevel" tag="5"/>
    <eval phase="Traits" priority="5000"><![CDATA[    #traitmodify[skNature,trtPower,2,""]
    #traitmodify[skPercepti,trtPower,2,""]]]></eval>
    </thing>
  <thing id="fIrWlfWr10" name=" Iron Wolf Warrior Level 10 Feature" description="When an enemy drops you below 1 hit point, you can make a basic attack against that enemy as a free action immediately before you begin dying." compset="ThemeFeat">
    <tag group="ReqLevel" tag="10"/>
    </thing>
  </document>
