<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="pwArdentII" name="Ardent Strike" description="{b}Hit{/b}: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.{br}Level 21: 2[W] + Strength modifier or Charisma modifier damage." compset="Power" replaces="pPalArdStr">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwSpecial" value="When charging, you can use this power in place of a melee basic attack."/>
    <fieldval field="pwFlavor" value="You attack your enemy and make it the focus of your god&apos;s anger."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="AtWill" name="At-Will Power" abbrev="At-Will"/>
    <tag group="ReqLevel" tag="1" name="1" abbrev="1"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon1" name="1[W]" abbrev="1[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwGrdLight" name="Guardian Light" description="{b}Hit{/b}: 1[W] + Strength or Charisma modifier radiant damage. Until the end of your next turn, you gain a bonus to Fortitude, Reflex, and Will equal to your Wisdom modifier." compset="Power" replaces="pPalGuaLig">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="As you attack, a faint glow envelops your weapon and bolsters your defenses for a time."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="DamageType" tag="Radiant" name="Radiant" abbrev="Radiant"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="1" name="1" abbrev="1"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon1" name="1[W]" abbrev="1[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwFortSmit" name="Fortune Spurned Smite" description="{b}Hit{/b}: 2[W] + Strength or Charisma modifier necrotic damage. The next time the target takes damage before the start of your next turn, it moves up to its speed away from you." compset="Power" replaces="pPalForSpu">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="Your weapon burns with dark flames. What the flames touch becomes craven and fearful, which are traits despised by fortune."/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="DamageType" tag="Necrotic" name="Necrotic" abbrev="Necrotic"/>
    <tag group="EffectType" tag="Fear" name="Fear" abbrev="Fear"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" 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" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon2" name="2[W]" abbrev="2[W]"/>
    <tag group="AttackVs" tag="defFort"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwHoldFast" name="Hold Fast" description="{b}Hit{/b}: 2[W] + Strength or Charisma modifier damage, and the target is immobilized until the end of your next turn." compset="Power" replaces="pPalHolFas">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwSpecial" value="You can use this power in place of a melee basic attack."/>
    <fieldval field="pwFlavor" value="You engage your foe and prevent it from advancing on your allies."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" 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" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon2" name="2[W]" abbrev="2[W]"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwRsrSmt" name="Resurgent Smite" description="{b}Hit{/b}: 2[W] + Strength or Charisma modifier damage, and an ally within 5 squares of you can spend a healing surge. If the attack deals at least 20 damage, the ally gains additional hit points equal to twice your Wisdom modifier." compset="Power" replaces="pPalRsrSmt">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="Your inspiring attack bestows health on your ally."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="EffectType" tag="Healing" name="Healing" abbrev="Healing"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="7" name="7" abbrev="7"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon2" name="2[W]" abbrev="2[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwReapHrv" name="Reaper&apos;s Harvest" description="{b}Hit{/b}: 3[W] + Strength or Charisma modifier necrotic and psychic damage, and the target is subject to your divine sanction (see Divine Power, page 82) until the end of your next turn.{br}{br}{b}Miss{/b}: Half damage.{br}{br}{b}Effect{/b}: If this attack reduces the target to 0 hit points, you can spend a healing surge and regain hit points equal to twice your surge value." compset="Power" replaces="pPalReaHar">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="Your weapon parts your enemy&apos;s defenses, letting you claim the bounty of its defeat."/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="DamageType" tag="Necrotic" name="Necrotic" abbrev="Necrotic"/>
    <tag group="DamageType" tag="Psychic" name="Psychic" abbrev="Psychic"/>
    <tag group="EffectType" tag="Healing" name="Healing" abbrev="Healing"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="9" name="9" abbrev="9"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon3" name="3[W]" abbrev="3[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000">
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwDispDrk" name="Dispel the Darkness" description="{b}Hit{/b}: 3[W] + Constitution modifier or Charisma modifier radiant damage.{br}{br}{b}Miss{/b}: Half damage.{br}{br}{b}Effect{/b}: You activate an aura 3 that lasts until the end of the encounter. The aura is brightly lit. Any creature that starts its turn in the aura cannot benefit from any concealment until the start of its next turn." compset="Power" replaces="pPalDisDar">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="Brilliant light flows through your weapon and fills your surroundings with purifying radiance."/>
    <usesource source="IntoUnknow" parent="Supplement" name="Into the Unknown: The Dungeon Survival Handbook"/>
    <tag group="DamageType" tag="Radiant" name="Radiant" abbrev="Radiant"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="9" name="9" abbrev="9"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon3" name="3[W]" abbrev="3[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrCon]
attidstr = "attrCon"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrCon]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrCon]
attidstr3 = "attrCon"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwCstStrk" name="Castigating Strike" description="{b}Hit{/b}: 3[W] + Strength or Charisma modifier damage, and each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn." compset="Power" replaces="pPalCasStr">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="As you attack, you chide your foes for neglecting you and compel their attention."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="13" name="13" abbrev="13"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon3" name="3[W]" abbrev="3[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000">
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwFrzShkl" name="Frozen Shackles" description="{b}Hit{/b}: 2d8 + Strength or Charisma modifier cold damage, and the target is immobilized until it takes damage from an attack. If the target is marked by you, it also grants combat advantage until the end of your next turn." compset="Power" replaces="pPalFroSha">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="Heat flees from your enemy, causing the target to freeze in place."/>
    <fieldval field="pwRange1" value="10"/>
    <fieldval field="pwDamBase" value="2d8"/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="17" name="17" abbrev="17"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="Range" name="Ranged" abbrev="Ranged"/>
    <tag group="DamageType" tag="Cold" name="Cold" abbrev="Cold"/>
    <tag group="PowerAcc" tag="Implement" name="Implement" abbrev="Implement"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="AttackVs" tag="defFort"/>
    <eval phase="Traits" priority="5000">
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwReStrk" name="Reassuring Strike" description="{b}Hit{/b}: 3[W] + Strength or Charisma modifier damage. You can spend a healing surge and add your Wisdom modifier to the hit points regained." compset="Power" replaces="pPalReaStr">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="You land a solid blow and are rewarded with renewed vitality."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="EffectType" tag="Healing" name="Healing" abbrev="Healing"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="17" name="17" abbrev="17"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon3" name="3[W]" abbrev="3[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwVisSrw" name="Visage of Sorrow" description="{b}Hit{/b}: 3d8 + Strength or Charisma modifier psychic damage, and the target is subject to your divine sanction until the end of your next turn.\n\n{b}Effect{/b}: Until the end of the encounter, melee and ranged attacks made against you take a -2 penalty." compset="Power" replaces="pPalVisSor">
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwFlavor" value="You call forth divine power from the Shadowfell, welcoming its power to transform your aspect to one of utter sorrow and grief."/>
    <fieldval field="pwRange1" value="2"/>
    <fieldval field="pwDamBase" value="3d8"/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="19" name="19" abbrev="19"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="CloseBurst" name="Close Burst" abbrev="Close Burst"/>
    <tag group="DamageType" tag="Psychic" name="Psychic" abbrev="Psychic"/>
    <tag group="EffectType" tag="Fear" name="Fear" abbrev="Fear"/>
    <tag group="PowerAcc" tag="Implement" name="Implement" abbrev="Implement"/>
    <tag group="AttackVs" tag="defWill"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwGrvSmt" name="Grave Smite" description="{b}Hit{/b}: 3[W] + Strength or Charisma modifier necrotic damage, and the target falls prone and cannot stand until the end of your next turn." compset="Power" replaces="pPalGraSmi">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwSpecial" value="When you gain this power, choose Strength or Charisma as the ability you use when making attack rolls and damage rolls with this power."/>
    <fieldval field="pwFlavor" value="Your smite sends the enemy to the grave."/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="23" name="23" abbrev="23"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon3" name="3[W]" abbrev="3[W]"/>
    <tag group="DamageType" tag="Necrotic" name="Necrotic" abbrev="Necrotic"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwTrialAdv" name="Trial of Adversity" description="{b}Hit{/b}: 4[W] + Strength or Charisma modifier damage." compset="Power" replaces="pPalTriAdv">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="You confer determination and discipline on your allies, drawing on their strength to steady your hand."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="23" name="23" abbrev="23"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon4" name="4[W]" abbrev="4[W]"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwWorInWnt" name="World in Winter" description="{b}Hit{/b}: 4[W] + Strength or Charisma modifier cold and necrotic damage.{br}{br}{b}Effect{/b}: The burst creates a zone of freezing cold and blowing snow that lasts until the end of the encounter. The zone moves with you. Squares inside the zone are difficult terrain and lightly obscured. When an enemy ends its turn within the zone, it takes 10 cold and necrotic damage. At the end of your turn, if you hit at least one enemy with a divine attack power that turn, the zone&apos;s size increases by 1 square (to a maximum of a close burst 5 zone)." compset="Power" replaces="pPalWorin">
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwFlavor" value="Cold blossoms around you, bringing ice and snow in from the Shadowfell."/>
    <fieldval field="pwRange1" value="1"/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="DamageType" tag="Necrotic" name="Necrotic" abbrev="Necrotic"/>
    <tag group="EffectType" tag="Zone" name="Zone" abbrev="Zone"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Daily" name="Daily Power" abbrev="Daily"/>
    <tag group="ReqLevel" tag="25" name="25" abbrev="25"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="CloseBurst" name="Close Burst" abbrev="Close Burst"/>
    <tag group="Damage" tag="Weapon4" name="4[W]" abbrev="4[W]"/>
    <tag group="DamageType" tag="Cold" name="Cold" abbrev="Cold"/>
    <tag group="AttackVs" tag="defAC"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrStr]
attidstr = "attrStr"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrStr]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrStr]
attidstr3 = "attrStr"
endif

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwPrcCow" name="Price of Cowardice" description="{b}Trigger:{/b} An enemy marked by you makes an attack that does not include you as a target.\n\n{b}Hit{/b}: 2d10 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn." compset="Power" replaces="pPalPriCow">
    <fieldval field="pwTarget" value="The triggering enemy"/>
    <fieldval field="pwFlavor" value="A searing flash of light punishes a foe who refuses to face you in battle."/>
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwDamBase" value="2d10"/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="DamageType" tag="Radiant" name="Radiant" abbrev="Radiant"/>
    <tag group="PowerAcc" tag="Implement" name="Implement" abbrev="Implement"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="7" name="7" abbrev="7"/>
    <tag group="ActionType" tag="ImmedInt" name="Immediate Interrupt" abbrev="Immediate Interrupt"/>
    <tag group="Attack" tag="attrCha" name="Charisma" abbrev="Charisma"/>
    <tag group="AttackType" tag="CloseBurst" name="Close Burst" abbrev="Close Burst"/>
    <tag group="AttackVs" tag="defWill" name="Will" abbrev="Will"/>
    <tag group="DamageAttr" tag="attrCha" name="Charisma" abbrev="Charisma"/>
    </thing>
  <thing id="pwCmbckSm" name="Comeback Smite" description="{b}Effect:{/b} Before the attack, you make a saving throw against each effect on you that a save can end. You gain a bonus to the attack roll and the damage roll equal to the number of effects you save against.\n\n{b}Hit{/b}: 2[W] + Strength modifier damage." compset="Power" replaces="pPalComSmi">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwFlavor" value="You shrug off the effects of your enemies&apos; attacks and strike back with even greater purpose."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="AttackVs" tag="defAC" name="Armor Class" abbrev="AC"/>
    <tag group="Damage" tag="Weapon2" name="2[W]" abbrev="2[W]"/>
    <tag group="DamageAttr" tag="attrStr" name="Strength" abbrev="Strength"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="7" name="7" abbrev="7"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="Attack" tag="attrStr" name="Strength" abbrev="Strength"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    </thing>
  <thing id="ftDevProt" name="Devout Protector Expertise" description="{b}Benefit{/b}: You gain a +1 feat bonus to weapon attack rolls you make with any one-handed melee weapon and a +1 feat bonus to implement attack rolls you make with holy symbols. These bonuses increase to +2 at 11th level and +3 at 21st level.{br}In addition, while you use a shield, your allies gain a +1 shield bonus to AC." compset="Feat" replaces="ftDevouPro" uniqueness="useronce">
    <fieldval field="reqText" value="Proficiency with holy symbols"/>
    <usesource source="Dragon" parent="Adventure" name="Dragon Magazine"/>
    <tag group="Tier" tag="Heroic" name="Heroic Tier" abbrev="Heroic Tier"/>
    <eval phase="Setup" priority="1000"><![CDATA[
      ~work out what our attack bonus should be
      var bonus as number
      if (hero.tagvalue[Level.?] <= 10) then
        bonus = 1
      elseif (hero.tagvalue[Level.?] <= 20) then
        bonus = 2
      else
        bonus = 3
        endif

      ~add an appropriate number of 'attack bonus' tags to all implements of
      ~the appropriate type

      var expr as string
      expr = "WepGroup.wgAxe|WepGroup.wgLightBl|WepGroup.wgHeavyBl|wepGroup.wgHammer|WepGroup.WgMace|WepGroup.wgPick|WepGroup.wgSpear"

      foreach pick in hero from WeaponBase where expr
        var i as number
perform eachpick.field[wpAtkFeat].modify[+,bonus,""]
      nexteach

      foreach pick in hero where "EquipIndex.? & ImplemType.itHolySym"
        var i as number
          perform eachpick.assign[Helper.AttBonus]
        nexteach]]></eval>
    </thing>
  <thing id="ftHolSymEx" name="Holy Symbol Expertise" description="{b}Benefit{/b}: You gain a +1 feat bonus to implement attack rolls that you make with a holy symbol. This bonus increases to +2 at 11th level and +3 at 21st level.{br}When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage." compset="Feat" replaces="ftHolySym">
    <usesource source="PlEsShadow" parent="Supplement" name="Heroes of Shadow"/>
    <tag group="Tier" tag="Heroic" name="Heroic Tier" abbrev="Heroic Tier"/>
    <tag group="ChooseSrc1" tag="Thing" name="All Things" abbrev="All Things"/>
    <eval phase="Setup" priority="1000"><![CDATA[
      ~work out what our attack bonus should be
      var bonus as number
      if (hero.tagvalue[Level.?] <= 10) then
        bonus = 1
      elseif (hero.tagvalue[Level.?] <= 20) then
        bonus = 2
      else
        bonus = 3
        endif

      ~add an appropriate number of 'attack bonus' tags to all implements of
      ~the appropriate type
      foreach pick in hero where "EquipIndex.? & ImplemType.itHolySym"
        var i as number
          perform eachpick.assign[Helper.AttBonus]
        nexteach]]></eval>
    </thing>
  <thing id="pwBlaLig" name="Blade of Light" description="{b}Hit{/b}: 3[W] + Charisma modifier radiant damage. Until the end of your next turn, you gain a +2 bonus to all defenses against fear or necrotic effects." compset="Power" replaces="pPalBlaLig">
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwSpecial" value="When charging, you can use this power in place of a melee basic attack."/>
    <fieldval field="pwFlavor" value="As you charge, a golden light envelops your weapon and fortifies you against the powers of darkness and fear."/>
    <usesource source="Divine" parent="Supplement" name="Divine Power"/>
    <tag group="DamageType" tag="Radiant" name="Radiant" abbrev="Radiant"/>
    <tag group="PowerAcc" tag="Weapon" name="Weapon" abbrev="Weapon"/>
    <tag group="PowerClass" tag="clsPaladin" name="Paladin" abbrev="Paladin"/>
    <tag group="PowerSrc" tag="Divine" name="Divine" abbrev="Divine"/>
    <tag group="PowerType" tag="Encounter" name="Encounter Power" abbrev="Encounter"/>
    <tag group="ReqLevel" tag="7" name="7" abbrev="7"/>
    <tag group="ActionType" tag="Standard" name="Standard Action" abbrev="Standard Action"/>
    <tag group="AttackType" tag="MeleeWep" name="Melee Weapon" abbrev="Melee Weapon"/>
    <tag group="Damage" tag="Weapon3" name="3[W]" abbrev="3[W]"/>
    <tag group="DamageAttr" tag="attrCha" name="Charisma" abbrev="Charisma"/>
    <tag group="Attack" tag="attrCha"/>
    <tag group="AttackVs" tag="defAC"/>
    </thing>
  </document>
