<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="thElePries" name="Elemental Priest" description="{i}&quot;I hold the wrath of fire in my grasp, the endurance of rock in my shoulders. None can outlast me in battle.&quot;{/i}\n\nThe gods of Athas are little more than half-remembered myths in the current age, but many of those who live beneath the crimson sun give their devotion and worship to other powers. Some worship sorcererkings who claim to be divine, or the false deities other sorcerer-kings purport to serve. Some worship demons or primordials&#151;grim, malevolent patrons that frequently demand terrible rites or horrendous acts of sacrifice. But most Athasians instead venerate the living elements as they manifest in the world.\n    Elemental priests are those who serve these sullen and fierce spirits. They have a special kinship with the primal elements, a connection so close it&#146;s as if they stand in two worlds: that of mortals, and that of raw elemental power. They channel this rage into themselves to call forth the spirits of rock and fire, wind and water, seeking their aid in battle.\n    Dozens of elemental cults and priesthoods exist in the Tyr Region. For the most part, these cults are impoverished, weak, and mocked by city dwellers. However, the people who dwell in the villages and wastes have a different opinion of elemental priests. They regard them as holders of powerful and dangerous magic, to be respected or feared accordingly.\n    Many elemental priests revere the nameless, formless principle of all living elements together, making no distinction between one manifestation over another. However, others give themselves to more specific examples of elemental power. For example, the Smoking Crown is home to dwarf priests who serve the spirit of the volcano, whereas the mountain known as An-Bezzumar, the Crown of Heaven, is sacred to goliath wind shamans. The wandering thrikreen mystics known as the Rainspeakers venerate the rare, blessed showers that fall a few times each year during the cooler months and often make pilgrimages to places where rain is soon to fall.\n    Heroic elemental priests are leaders of the village and wasteland folk and potent enemies of the sorcerer-kings and their templars. They are often intermediaries who protect villagers by seeking to placate angry elemental manifestations or summon vanished ones to places where they are needed. Some elemental priests instead follow a monastic or ascetic tradition instead of the more common tribal or village traditions of elemental worship. Your character might therefore be a secret scholar or cultist indoctrinated in a hidden temple, or a semibarbaric elemental priest raised among the people of the wastes." compset="Theme">
    <usesource source="DarkSun"/>
    <bootstrap thing="pwElePst1"></bootstrap>
    </thing>
  <thing id="pwElePst1" name="Spirit of Athas" description="{b}Effect:{/b} You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit&#146;s square.\n\n{b}Hit:{/b} 1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.\n    Level 11: 3[W] + ability modifier damage.\n    Level 21: 4[W] + ability modifier damage." compset="Power">
    <fieldval field="pwTarget" value="One enemy"/>
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwFlavor" value="A spirit appears, defending you and your allies with its body."/>
    <fieldval field="pwDamBase" value="1d10"/>
    <usesource source="DarkSun"/>
    <tag group="PowerSrc" tag="Primal"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="EffectType" tag="Conjur"/>
    <tag group="PowerTheme" tag="thElePries"/>
    <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="pwElePst2" name="Scion of Stone" description="{b}Effect:{/b} You conjure a scion of stone that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a minor action, you can dismiss it to grant you and each ally adjacent to it temporary hit points equal to 5 + one-half your level." compset="Power">
    <fieldval field="pwFlavor" value="The ground trembles as a misshapen hulk forms from rocks and dirt to shelter your companions from harm."/>
    <fieldval field="pwRange1" value="5"/>
    <usesource source="DarkSun"/>
    <tag group="ReqLevel" tag="2"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thElePries"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="EffectType" tag="Conjur"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="PowerSrc" tag="Primal"/>
    </thing>
  <thing id="pwElePst3" name="Bloodthirsty Elemental" description="{b}Effect:{/b} You conjure a bloodthirsty elemental that lasts until the end of your next turn. Enemies grant combat advantage while adjacent to it. As a standard action, you can dismiss it and make a close burst 1 attack centered on its square.\n\n{b}Hit:{/b} 1d10 + ability modifier damage, and the target can&#146;t shift until the end of its next turn.\n\n{b}Level 13:{/b}\n\n{b}Hit:{/b} As above, but 2d10 + ability modifier damage.\n\n{b}Level 23:{/b}\n\n{b}Hit:{/b} As above, but 3d10 + ability modifier damage." compset="Power">
    <fieldval field="pwFlavor" value="A spirit made of bones, blood, and sand savages your enemy."/>
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwDamBase" value="1d10"/>
    <usesource source="DarkSun"/>
    <tag group="PowerSrc" tag="Primal"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="EffectType" tag="Conjur"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="3"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerTheme" tag="thElePries"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <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="pwEleInt5" name="Vengeful Elementals" description="{b}Effect:{/b} You conjure four vengeful elementals in four different squares. The elementals last until the end of the encounter. Allies gain a +1 power bonus to attack rolls and a +1d6 bonus to damage rolls on melee attacks while adjacent to a vengeful elemental. As a minor action, you can dismiss one vengeful elemental and let one ally adjacent to it make a basic attack as a free action.\n\n{b}Level 15:{/b} \n\n{b}Effect:{/b} As above, except as a minor action, you can dismiss one vengeful elemental and let one ally adjacent to it make a basic attack with a +3 power bonus to the damage roll as a free action.\n\n{b}Level 25:{/b}\n\n{b}Effect: {/b} As above, except as a minor action, you can dismiss one vengeful elemental and let one ally adjacent to it make a basic attack with a +6 power bonus to the damage roll as a free action." compset="Power">
    <fieldval field="pwFlavor" value="Warped elementals pull themselves from the landscape and scuttle forward to engage the enemy."/>
    <fieldval field="pwRange1" value="10"/>
    <tag group="ReqLevel" tag="5"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thElePries"/>
    <tag group="PowerSrc" tag="Primal"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Daily"/>
    <tag group="EffectType" tag="Conjur"/>
    <tag group="ActionType" tag="Standard"/>
    </thing>
  <thing id="pwElePst6" name="Retrieving Elementals" description="{b}Effect:{/b} You conjure a retrieving elemental that lasts until the end of the encounter. You can push any creature that ends its turn in a square adjacent to the retrieving elemental 1 square. When you start your turn, you can move the elemental 1 square before you take any other actions. As a minor action, you can dismiss the elemental, and an ally adjacent to it can shift 5 squares as a free action." compset="Power">
    <fieldval field="pwFlavor" value="The wind elementals gather to form a dust devil that can whisk an ally to safety."/>
    <fieldval field="pwRange1" value="10"/>
    <usesource source="DarkSun"/>
    <tag group="PowerClass" tag="ThemePower" name="Theme Power" abbrev="Theme Power"/>
    <tag group="PowerSrc" tag="Primal" name="Primal" abbrev="Primal"/>
    <tag group="PowerTheme" tag="thElePries" name="Elemental Priest" abbrev="Elemental Priest"/>
    <tag group="PowerType" tag="Utility" name="Utility Power" abbrev="Utility"/>
    <tag group="PowerUse" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="6"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="AttackType" tag="Range" name="Ranged" abbrev="Ranged"/>
    <tag group="EffectType" tag="Conjur" name="Conjuration" abbrev="Conjuration"/>
    </thing>
  <thing id="pwElePst7" name="Elemental Justice" description="{b}Effect:{/b} You conjure an elemental that lasts until the end of your next turn. You and allies gain a +1 power bonus to attack rolls while adjacent to the elemental. As a standard action, you can make a melee 1 attack from the elemental&#146;s square.\n\n{b}Hit:{/b} 2d8 + ability modifier damage, plus 2 damage for each bloodied ally with line of sight to the elemental. In addition, you slide the target 3 squares to a square adjacent to the elemental.\n\n{b}Effect:{/b} The elemental is dismissed.\n\n{b}Level 17:{/b}\n\n{b}Hit:{/b} As above, but 3d8 + ability modifier damage, plus 3 damage for each bloodied ally with line of sight to the elemental.\n\n{b}Level 27:{/b}\n\n{b}Hit:{/b} As above, but 4d8 + ability modifier damage, plus 4 damage for each bloodied ally with line of sight to the elemental." compset="Power">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="When an ally falls victim to an attack, the elementals leap to your companion&#146;s defense."/>
    <fieldval field="pwDamBase" value="2d8"/>
    <fieldval field="pwRange1" value="10"/>
    <usesource source="DarkSun" parent="Supplement" name="Dark Sun Campaign Setting"/>
    <tag group="PowerClass" tag="ThemePower" name="Theme Power" abbrev="Theme Power"/>
    <tag group="PowerSrc" tag="Primal" name="Primal" abbrev="Primal"/>
    <tag group="PowerTheme" tag="thElePries" name="Elemental Priest" abbrev="Elemental Priest"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="PowerUse" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="7"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="AttackType" tag="Range" name="Ranged" abbrev="Ranged"/>
    <tag group="AttackVs" tag="defWill"/>
    <tag group="PowerAcc" tag="Implement" name="Implement" abbrev="Implement"/>
    <tag group="EffectType" tag="Conjur" name="Conjuration" abbrev="Conjuration"/>
    <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="pwElePst10" name="Elemental Boon" description="{b}Effect:{/b} You conjure a rewarding elemental that lasts until the end of the encounter. You and each ally that spends a healing surge while adjacent to the elemental regains additional hit points equal to your primary ability modifier. When an ally you can see fails a death saving throw, you can dismiss the elemental as a free action to allow the ally to spend a healing surge and gain a +4 power bonus to all defenses until the start of its next turn." compset="Power">
    <fieldval field="pwFlavor" value="The favor of elemental powers shines across your allies, transforming their strength into vitality."/>
    <fieldval field="pwRange1" value="10"/>
    <usesource source="DarkSun" parent="Supplement" name="Dark Sun Campaign Setting"/>
    <tag group="PowerClass" tag="ThemePower" name="Theme Power" abbrev="Theme Power"/>
    <tag group="PowerSrc" tag="Primal" name="Primal" abbrev="Primal"/>
    <tag group="PowerTheme" tag="thElePries" name="Elemental Priest" abbrev="Elemental Priest"/>
    <tag group="PowerType" tag="Utility" name="Utility Power" abbrev="Utility"/>
    <tag group="PowerUse" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="10"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="AttackType" tag="Range" name="Ranged" abbrev="Ranged"/>
    <tag group="EffectType" tag="Conjur" name="Conjuration" abbrev="Conjuration"/>
    <tag group="EffectType" tag="Healing"/>
    <tag group="User" tag="AttrPhys"/>
    </thing>
  <thing id="pwElePst9" name="Primordial Retribution" description="{b}Effect:{/b} You conjure four tortured elementals in four different squares. The elementals last until the end of the encounter. As a standard action, you can make the following melee 1 attack from each elemental&#146;s square.\n\n{b}Hit:{/b} The target is restrained and takes ongoing 5 damage (save ends both). Remove one tortured elemental from play.\n\n{b}Miss:{/b} Slide the target and the tortured elemental each 1 square.\n\n{b}Level 19:{/b}\n\n{b}Hit:{/b} As above, but 2d6 + ability modifier damage, and the target is restrained and takes ongoing 5 damage (save ends both).\n\n{b}Miss:{/b} As above, plus half damage.\n\n{b}Level 29:{/b}\n\n{b}Hit:{/b} As above, but 5d6 + ability modifier damage, and the target is restrained and takes ongoing 5 damage (save ends both).\n\n{b}Miss:{/b} As above, plus half damage." compset="Power">
    <fieldval field="pwTarget" value="One, two, three, or four creatures, each adjacent to at least one tortured elemental"/>
    <fieldval field="pwFlavor" value="Horrific elementals spring forth from the ground and latch onto your enemies, holding them fast and rending their flesh."/>
    <fieldval field="pwRange1" value="10"/>
    <usesource source="DarkSun" parent="Supplement" name="Dark Sun Campaign Setting"/>
    <tag group="PowerSrc" tag="Primal" name="Primal" abbrev="Primal"/>
    <tag group="PowerTheme" tag="thElePries" name="Elemental Priest" abbrev="Elemental Priest"/>
    <tag group="PowerType" tag="Daily"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="ReqLevel" tag="9"/>
    <tag group="ActionType" tag="Minor" name="Minor Action" abbrev="Minor Action"/>
    <tag group="AttackType" tag="Range" name="Ranged" abbrev="Ranged"/>
    <tag group="AttackVs" tag="defRef" name="Reflex" abbrev="Ref"/>
    <tag group="EffectType" tag="Conjur" name="Conjuration" abbrev="Conjuration"/>
    <tag group="PowerAcc" tag="Implement" name="Implement" abbrev="Implement"/>
    <tag group="PowerClass" tag="ThemePower" name="Theme Power" abbrev="Theme Power"/>
    <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["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  </document>
