<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="thPrAdept" name="Primordial Adept" description="Most mortals give their devotion to the gods, but other powers that crave worship dwell in the cosmos. A primordial adept is a cultist, a seeker after hidden knowledge, or a member of an esoteric order who turns away from the deities to worship one of the ancient primordials.\n    In some places, adepts are considered to be religious individuals and occupy the same role in society that divine priests do. Like priests, adepts are initiated into their powers; some establish their bond with their patron under the tutelage of a cult or a secret society, participating in ceremonies designed to mark their accession to the organization&#146;s inner circles. Other adepts forge their bond with their patrons by devising their own rituals of binding and command.\n    Some adepts think of themselves less as priests and more as scholars and delvers into the unknown. They seek out the writings of older primordial adepts in hopes of mastering a source of power that most other scholars wouldn&#146;t dare to unearth.\n    All primordial adepts have many of the same goals: the mastery of elemental power, the accumulation of knowledge and lore, and the continuing favor of their inscrutable patrons. An adept becomes an adventurer to explore places of ancient power, recover lost knowledge, and (more rarely) advance the causes and designs of his or her elemental patron.\n\n{b}Primordial Adept Starting Feature (1st level):{/b} You have proficiency with rods. Add Primordial to the languages you can read, write, and speak. In addition, you gain either the Solkara&#146;s wave or the Vezzuvu&#146;s eruption power.\n{b}Primordial Adept Level 5 Feature (5th level):{/b} You gain a +2 bonus to Bluff, Diplomacy, Insight, and Intimidate checks against creatures that have the elemental origin.\n{b}Primordial Adept Level 10 Feature (10th level):{/b} If you chose Solkara&#146;s wave, you gain a +2 power bonus to damage rolls with cold powers and thunder powers. If you chose Vezzuvu&#146;s eruption, you gain a +2 power bonus to damage rolls with fire powers and thunder powers." compset="Theme">
    <bootstrap thing="pwPrAdepta">
      <autotag group="User" tag="FeatureChk"/>
      </bootstrap>
    <bootstrap thing="pwPrAdeptb">
      <autotag group="User" tag="FeatureChk"/>
      </bootstrap>
    <bootstrap thing="fPrAdept1"></bootstrap>
    <bootstrap thing="fPrAdept5"></bootstrap>
    <bootstrap thing="fPrAdept10"></bootstrap>
    <evalrule phase="Validate" priority="10000" message="You may only select either Solkara&apos;s Wave or Vezzuvu&apos;s Eruption"><![CDATA[
      ~disable any of our blessings that aren't selected


      var total as number
      foreach pick in hero from Power where "User.FeatureChk & PowerLink.PrAdept"
        if (eachpick.field[usrIsCheck].value <> 0) then
          total += 1
        else
          perform eachpick.assign[Hide.Special]
          perform eachpick.assign[Helper.Disable]
          endif
        nexteach


        validif ( total = 1 )
        if ( total <> 1 ) then
          @message = "Choose Only One Power"
        endif]]></evalrule>
    </thing>
  <thing id="pwPrAdepta" name="Solkara&apos;s Wave" description="{b}Hit:{/b} 1d8 + highest ability modifier cold damage, and you push the target up to 2 squares. The target is slowed and gains vulnerable 5 cold until the end of your next turn.\n    Level 11: 2d8 + highest ability modifier cold damage.\n    Level 21: 3d8 + highest ability modifier cold damage" compset="Power">
    <fieldval field="pwFlavor" value="You call forth an icy flood filled with the power of Solkara."/>
    <fieldval field="pwRange1" value="3"/>
    <fieldval field="pwTarget" value=" Each creature in the blast"/>
    <fieldval field="pwDamBase" value="1d8"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thPrAdept"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="AttackVs" tag="defFort"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="DamageType" tag="Cold"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBlast"/>
    <tag group="PowerAcc" tag="Weapon"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerLink" tag="PrAdept"/>
    <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="pwPrAdeptb" name="Vezzuvu&apos;s Eruption" description="{b}Attack:{/b} Highest ability modifier vs. Reflex\n{b}Hit:{/b} 1d6 + highest ability modifier thunder damage, and the target falls prone.\n    Level 11: 2d6 + highest ability modifier thunder damage.\n    Level 21: 3d6 + highest ability modifier thunder damage.\n{b}Effect:{/b} The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 5 fire damage." compset="Power">
    <fieldval field="pwFlavor" value="A small eruption knocks creatures down with rumbling tremors and sears them with hot ash."/>
    <fieldval field="pwDamBase" value="1d6"/>
    <fieldval field="pwRange1" value="1 within 10 squares"/>
    <fieldval field="pwTarget" value="Each creature in the burst"/>
    <tag group="PowerLink" tag="PrAdept"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thPrAdept"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="DamageType" tag="Thunder"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="AreaBurst"/>
    <tag group="PowerType" tag="Encounter"/>
    <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="pwPrAdpt2a" name="Solkara&apos;s Grasp" description="{b}Effect:{/b} You activate an aura 2 that lasts until the end of your next turn. Each creature that starts its turn in the aura is slowed, gains vulnerable 5 cold, and takes a -2 penalty to attack rolls until the start of its next turn.\n{b}Sustain Minor:{/b} The aura persists until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You surround yourself with an aura that emulates the crushing pressure of the deeps."/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="2"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thPrAdept"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="EffectType" tag="Aura"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Personal"/>
    </thing>
  <thing id="pwPrAdpt2b" name="Vezzuvu&apos;s Tread" description="{b}Effect:{/b} You activate an aura 2 that lasts until the end of your next turn. The aura is difficult terrain for all creatures except you. Any enemy that ends its turn in the aura farther from you than where it started its turn, or that willingly leaves the aura, takes 5 fire damage.\n{b}Sustain Minor:{/b} The aura persists until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="Ground by your feet grows soft and hot, like the boiling mud on a volcano&#146;s flanks"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="2"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thPrAdept"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <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="pwPrAdpt6a" name="Solkara&apos;s Forest" description="{b}Effect:{/b} The burst creates a zone of ice that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you and creatures that have ice walk. Any creature that is pushed, pulled, or slid while in the zone can be moved 1 additional square by the forced movement.\n    You also create up to three icicles, each in an unoccupied square in the burst. These icicles are blocking terrain. Any creature other than you that enters a square adjacent to an icicle, or ends its turn there, takes 5 cold damage. A creature can take this damage only once per turn." compset="Power">
    <fieldval field="pwFlavor" value="You call forth frigid water that quickly solidifies into slippery terrain and tree-like icicles."/>
    <fieldval field="pwRange1" value="2"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="ReqLevel" tag="6"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thPrAdept"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerAcc" tag="Implement"/>
    </thing>
  <thing id="pwPrAdpt6b" name="Vezzuvu&apos;s Armor" description="{b}Effect:{/b} You gain resist 5 fire and a +2 power bonus to AC and Fortitude. Any enemy that hits you with a melee attack takes 5 fire damage. These effects last until the end of your next turn.\n{b}Sustain Minor:{/b} The effect persists until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You gird yourself with crude armor made of volcanic rock."/>
    <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="thPrAdept"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="EffectType" tag="Fire"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Personal"/>
    </thing>
  <thing id="pwPrAdpt10" name="Guardian Archons" description="{b}Effect:{/b} You conjure three elemental guardians, each in an unoccupied square in the burst. They remain until the end of your next turn. Enemies cannot enter the guardians&#146; spaces, but you and your allies can move through them. You can make opportunity attacks through each guardian as if you occupied its square.\n{b}Move Action:{/b} You move each guardian up to 3 squares.\n{b}Sustain Minor:{/b} The guardians persist until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You conjure minor elemental spirits to impede your foes."/>
    <fieldval field="pwRange1" value="5"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="10"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thPrAdept"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="EffectType" tag="Conjur"/>
    <tag group="EffectType" tag="Elemental"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerAcc" tag="Implement"/>
    </thing>
  <thing id="fPrAdept1" name="Primordial Adept Starting Feature" description="You have proficiency with rods. Add Primordial to the languages you can read, write, and speak. In addition, you gain either the Solkara&#146;s wave or the Vezzuvu&#146;s eruption power." compset="ThemeFeat">
    <tag group="ReqLevel" tag="1"/>
    <bootstrap thing="lanPrimord"></bootstrap>
    <eval phase="Traits" priority="1000"> perform hero.assign[ImplemType.itRod]</eval>
    </thing>
  <thing id="fPrAdept5" name=" Primordial Adept Level 5 Feature" description=" You gain a +2 bonus to Bluff, Diplomacy, Insight, and Intimidate checks against creatures that have the elemental origin." compset="ThemeFeat">
    <tag group="ReqLevel" tag="5"/>
    </thing>
  <thing id="fPrAdept10" name=" Primordial Adept Level 10 Feature" description=" If you chose Solkara&#146;s wave, you gain a +2 power bonus to damage rolls with cold powers and thunder powers. If you chose Vezzuvu&#146;s eruption, you gain a +2 power bonus to damage rolls with fire powers and thunder powers." compset="ThemeFeat">
    <comment><![CDATA[This is a pretty complicated scenario... if you have a power find all the other powers that are thunder and (either cold or fire) and add 2 damage.  For now we'll leave it as something the player can handle.]]></comment>
    <tag group="ReqLevel" tag="10"/>
    </thing>
  </document>
