var text = { Feats: {}, Powers: {}, Features: {} };

text.book_phb	= 'PHB';
text.book_dmg	= 'DMG';
text.book_mm	= 'MM';
text.book_frpg	= 'FR';
text.book_ebpg	= 'EB';

text.choice		= 'Please choose';
text.unselect	= '(Unselect)';

text.female	= 'Female';
text.female_desc	= 'While most rules do not distinguish between men and women, gender plays an important role in role-playing.';
text.male	= 'Male';
text.male_desc		= text.female_desc;

text.alignment_lg	= 'Lawful Good';
text.alignment_lg_desc	= 'Lawful Good characters tend to think more about order and social structure, and while they recognize that authority figures can be corrupt and laws can be evil, they prefer to work within the system.';
text.alignment_g	= 'Good';
text.alignment_g_desc	= 'Good characters can work with authority, but recognize that power tends to corrupt. They think lawful good characters think too much about order and not enough about helping people.';
text.alignment_u	= 'Unaligned';
text.alignment_u_desc	= 'Unaligned characters do whatever they think is right without worrying about good and evil.';
text.alignment_e	= 'Evil';
text.alignment_e_desc	= 'Evil characters want to do whatever they have to in order to get ahead.';
text.alignment_ce	= 'Chaotic Evil';
text.alignment_ce_desc	= 'Chaotic Evil characters just do what they want regardless of who it hurts.';

text.deity_			= 'Unpledged';
text.deity__desc	= 'Most people revere more than one deity, praying to different gods at different times. Some adventureres may ignore the gods entirely as they pursue their own divine ascension.';
text.deity_Avandra	= 'Avandra';
text.deity_Avandra_icon	= '≋';
text.deity_Avandra_desc	= 'Good Goddess<br>The god of change, Avandra delights in freedom, trade, travel, adventure, and the frontier. Half lings, merchants, and all types of adventurers are drawn to her worship, viewing her as the god of luck.';
text.deity_Bahamut	= 'Bahamut';
text.deity_Bahamut_icon	= '♘'; // ♘♞
text.deity_Bahamut_desc	= 'Lawful Good God<br>Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons worship him as the first of their kind. Monarchs are crowned in his name.';
text.deity_Corellon	= 'Corellon';
text.deity_Corellon_icon	= '✹'; // ✸✹
text.deity_Corellon_desc	= 'Unaligned God<br>The god of spring, beauty, and the arts, Corellon is the patron of arcane magic and the fey. Artists and musicians worship him, as do those who view their spellcasting as an art.';
text.deity_Erathis	= 'Erathis';
text.deity_Erathis_icon	= '⋒';
text.deity_Erathis_desc	= 'Unaligned Goddess<br>Erathis is the god of civilization. She is the muse of great invention, founder of cities, and author of laws. Rulers, judges, pioneers, and devoted citizens revere her.';
text.deity_Ioun	= 'Ioun';
text.deity_Ioun_icon	= '⍡';
text.deity_Ioun_desc	= 'Unaligned Goddess<br>Ioun is the god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Ioun is the patron of the study of magic.';
text.deity_Kord	= 'Kord';
text.deity_Kord_icon	= '♮'; // ⌇♮⌭
text.deity_Kord_desc	= 'Unaligned God<br>The storm god and the lord of battle. He revels in strength, battlefield prowess, and thunder. Fighters and athletes revere him. He is a mercurial god, unbridled and wild, who summons storms over land and sea.';
text.deity_Melora	= 'Melora';
text.deity_Melora_icon	= 'ə'; // ʚə
text.deity_Melora_desc	= 'Unaligned Goddess<br>God of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her.';
text.deity_Moradin	= 'Moradin';
text.deity_Moradin_icon	= '⌛'; // ⌛☈
text.deity_Moradin_desc	= 'Lawful Good<br>God of creation and patron of artisans, especially miners and smiths. He carved the mountains from primordial earth and is the guardian and protector of the hearth and the family. Dwarves from all walks of life follow him.';
text.deity_Pelor	= 'Pelor';
text.deity_Pelor_icon	= '☼'; // ☼☀
text.deity_Pelor_desc	= 'Good<br>God of the sun and summer, Pelor is the keeper of time. He supports those in need and opposes all that is evil. He is also the lord of agriculture and the bountiful harvest. Paladins and rangers are found among his worshipers.';
text.deity_RavenQueen	= 'Raven Queen';
text.deity_RavenQueen_icon	= '▼'; // ⍢∇▼
text.deity_RavenQueen_desc	= 'Unaligned Goddess<br>The name of the god of death is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funeral rites.';
text.deity_Sehanine	= 'Sehanine';
text.deity_Sehanine_icon	= 'ℂ'; // ☾ℂ
text.deity_Sehanine_desc	= 'Unaligned Goddess<br>God of the moon and autumn, Sehanine is the patron of trickery and illusions, and is a favorite deity among elves and haflings. She is also the god of love. Scouts and thieves ask for her blessing on their work.';
text.deity_Asmodeus	= 'Asmodeus';
text.deity_Asmodeus_desc	= 'Evil God<br>God of the Nine Hells. He is patron of the powerful, god of tyranny and domination, and the commander of devils.';
text.deity_Bane	= 'Bane';
text.deity_Bane_desc	= 'Evil God<br>God of war and conquest. Militaristic nations of humans and goblins serve him and conquer in his name.';
text.deity_Gruumsh	= 'Gruumsh';
text.deity_Gruumsh_desc	= 'Chaotic Evil God<br>God of destruction, lord of marauding barbarian hordes. Orcs are his most fervent followers.';
text.deity_Lolth	= 'Lolth';
text.deity_Lolth_desc	= 'Chaotic Evil Goddess<br>God of shadow, lies, and spiders. Her clerics rule the evil drows and keep them in chaos.';
text.deity_Tiamat	= 'Tiamat';
text.deity_Tiamat_desc	= 'Evil Goddess<br>God of wealth, greed, and envy. She urges her followers to take vengeance for every slight, and she is the patron of chromatic dragons.';
text.deity_Torog	= 'Torog';
text.deity_Torog_desc	= 'Evil God<br>God of the Underdark, patron of jailers and torturers.';
text.deity_Vecna	= 'Vecna';
text.deity_Vecna_desc	= 'Evil God<br>God of undead, necromancy, and secrets.';
text.deity_Zehir	= 'Zehir';
text.deity_Zehir_desc	= 'Evil God<br>God of darkness, poison, and assassins. Snakes are his favored creation, and the yuan-ti revere him above all other gods.';

text.size_tiny		= 'Tiny';
text.size_small		= 'Small';
text.size_medium	= 'Medium';
text.size_large		= 'Large';
text.size_huge		= 'Huge';
text.size_gargantuan	= 'Gargantuan';

text.vision_normal		= 'Normal Vision';
text.vision_lowlight	= 'Low-Light Vision';
text.vision_darkvision	= 'Darkvision';


text.str	= 'Str';
text.con	= 'Con';
text.dex	= 'Dex';
text.int	= 'Int';
text.wis	= 'Wis';
text.cha	= 'Cha';
text.strM	= 'Str';
text.conM	= 'Con';
text.dexM	= 'Dex';
text.intM	= 'Int';
text.wisM	= 'Wis';
text.chaM	= 'Cha';
text.strAtk	= 'Str';
text.conAtk	= 'Con';
text.dexAtk	= 'Dex';
text.intAtk	= 'Int';
text.wisAtk	= 'Wis';
text.chaAtk	= 'Cha';
text.strMod	= 'Strength modifier';
text.conMod	= 'Constitution modifier';
text.dexMod	= 'Dexterity modifier';
text.intMod	= 'Intelligence modifier';
text.wisMod	= 'Wisdom modifier';
text.chaMod	= 'Charisma modifier';
text.str_desc	= 'Strength is a measurement of muscle and physical power.';
text.con_desc	= 'Constitution represents health and stamina.';
text.dex_desc	= 'Dexterity measures hand-eye coordination, agility, reflexes, and balance.';
text.int_desc	= 'Intelligence determines how well your character learns and reasons.';
text.wis_desc	= 'Wisdom describes willpower, common sense, perception, and intuition.';
text.cha_desc	= 'Charisma measures force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.';
/*
text.ptbuy = 'Point Buy'
text.ptbuy_desc = 'Start with 8, 10, 10, 10, 10, 10, and spend points to raise them.<br><table>' +
'<tr><th>11</th><td>: 1 point  &nbsp; </td><th>12</th><td>: 2 points &nbsp; </td><th>13</th><td>:  3 points &nbsp; </td><th>14</th><td>:  5 points &nbsp; </td></tr>'+
'<tr><th>15</th><td>: 7 points &nbsp; </td><th>16</th><td>: 9 points &nbsp; </td><th>17</th><td>: 12 points &nbsp; </td><th>18</th><td>: 16 points &nbsp; </td></tr>' +
'</table>For 8, pay 1 or 2 points to make it 9 or 10 before further improving it.'
text.standard_array = 'Standard Array'
text.standard_array_desc = '16, 14, 13, 12, 11, 10; take these six numbers and assign them in any way before applying racial ability adjustments.'
*/
text.ability_gen = 'Ability Score Generation';
text.ability_gen_desc = '<b>Standard Array</b>: 16, 14, 13, 12, 11, 10<br><br>' +
'<b>Point-Buy</b>: 10, 10, 10, 10, 10, 8, plus:<br><table>' +
'<tr><th>11</th><td>: 1 point  &nbsp; </td><th>12</th><td>: 2 points &nbsp; </td><th>13</th><td>:  3 points &nbsp; </td><th>14</th><td>:  5 points &nbsp; </td></tr>' +
'<tr><th>15</th><td>: 7 points &nbsp; </td><th>16</th><td>: 9 points &nbsp; </td><th>17</th><td>: 12 points &nbsp; </td><th>18</th><td>: 16 points &nbsp; </td></tr>' +
'</table>'

text.ability_up	= 'Ability increase';
text.ability_up_desc	= 'At level 4, 8, 14, 18, 24, and 28, you may pick two ability scores to increase by one.';

text.hp		= 'HP';
text.bloodied	= 'Bloodied';
text.healingsurge	= 'Healing Surge';
text.hs	= 'HS';

text.init = 'Init'; // Initiative
text.ac		= 'AC';
text.fort	= 'Fort';
text.ref	= 'Ref';
text.will	= 'Will';

text.speed = 'Speed';
text.spd = 'Spd'; // Short for speed

text.section_BasicAttacks	= 'Basic Attacks';
text.section_Features	= 'Features';
text.section_Feats		= 'Feats';
text.section_Powers		= 'Powers';
text.section_Equipments	= 'Equipments';
text.section_Skills		= 'Skills';

text.Female	= 'Female';
text.Male	= 'Male';

text.level		= 'Level';
text.heroic		= 'Heroic';
text.paragon	= 'Paragon';
text.epic		= 'Epic';
text.multiclass = 'Multiclass';

text.languages	= 'Languages';
text.language_common	= 'Common';
text.language_common_desc	= 'Script: Common<br>Spoken by: Humans, Halflings, Tieflings';
text.language_deep		= 'Deep';
text.language_deep_desc		= 'Script: Rellanic<br>Spoken by: Mind flayers, Githyanki, Kuo-toas';
text.language_draconic	= 'Draconic';
text.language_draconic_desc	= 'Script: Iokharic<br>Spoken by: Dragons, Dragonborn, Kobolds';
text.language_dwarven	= 'Dwarven';
text.language_dwarven_desc	= 'Script: Davek<br>Spoken by: Dwarves, Azer';
text.language_elven		= 'Elven';
text.language_elven_desc		= 'Script: Rellanic<br>Spoken by: Elves, Eladrin, Fomorians';
text.language_giant		= 'Giant';
text.language_giant_desc		= 'Script: Davek<br>Spoken by: Giants, Orcs, Ogres';
text.language_goblin	= 'Goblin';
text.language_goblin_desc	= 'Script: Common<br>Spoken by: Goblins, Hobgoblins, Hugbears';
text.language_primordal	= 'Primordial';
text.language_primordal_desc	= 'Script: Barazhad<br>Spoken by: Efreets, Archons, Elementals';
text.language_supernal	= 'Supernal';
text.language_supernal_desc	= 'Script: Supernal<br>Spoken by: Angels, Devils, Gods';
text.language_abyssal	= 'Abyssal';
text.language_abyssal_desc	= 'Script: Barazhad<br>Spoken by: Demons, Gnolls, Sahuagin';

text.script_common  = 'Common';
text.script_barazhad  = 'Barazhad';
text.script_davek  = 'Davek';
text.script_iokharic  = 'Iokharic';
text.script_rellanic  = 'Rellanic';
text.script_supernal  = 'Supernal';

text.skills					= 'Skills';
text.skill_acrobatics		= 'Acrobatics';
text.skill_arcana			= 'Arcana';
text.skill_athletics		= 'Athletics';
text.skill_bluff			= 'Bluff';
text.skill_diplomacy		= 'Diplomacy';
text.skill_dungeoneering	= 'Dungeoneering';
text.skill_endurance		= 'Endurance';
text.skill_heal				= 'Heal';
text.skill_history			= 'History';
text.skill_insight			= 'Insight';
text.skill_intimidate		= 'Intimidate';
text.skill_nature			= 'Nature';
text.skill_perception		= 'Perception';
text.skill_religion			= 'Religion';
text.skill_stealth			= 'Stealth';
text.skill_streetwise		= 'Streetwise';
text.skill_thievery			= 'Thievery';

text.skill_acrobatics_desc		= 'Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, or (if you\'re trained) to reduce you damage when you fall.';
text.skill_arcana_desc			= 'You have knowledge about magic and magical effects, and ( if you\' re trained) you know how to detect persistent magical effects.';
text.skill_athletics_desc		= 'Use this skill to climb, swim, or jump.';
text.skill_bluff_desc			= 'Use this skill to make what\'s false appear to be true, fast-talk a guard, con a merchant or tell lies. ';
text.skill_diplomacy_desc		= 'Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith. ';
text.skill_dungeoneering_desc	= 'You have knowledge about forging a path through a dungeon complex, recognize dungeon hazards, and finding food in the Underdark.';
text.skill_endurance_desc		= 'Use this skill to stave off ill effects and to push beyond normal physical limits.';
text.skill_heal_desc			= 'Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease. ';
text.skill_history_desc			= 'You have knowledge about history, including significant events, legends, customs, and traditions. ';
text.skill_insight_desc			= 'Use this skill to discern intent and decipher body language, making a best guess as to a target\'smotives, attitudes, and truthfulness. ';
text.skill_intimidate_desc		= 'Use this skill to influence others through hostile actions and overt threats. ';
text.skill_nature_desc			= 'You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.';
text.skill_perception_desc		= 'Use this skill to notice clues, spot imminent dangers, and locate hidden objects.';
text.skill_religion_desc		= 'You have knowledge of religious traditions. ';
text.skill_stealth_desc			= 'Use this skill to move and hide silently.';
text.skill_streetwise_desc		= 'You know how to get the lay of the land in an urban setting. ';
text.skill_thievery_desc		= 'Use this skill to disable traps, open locks, pick pockets and perform other slights of hand. ';

text.feat	= 'Feat';

// Powers
text.power				= 'Power';
text.atwill_power		= 'At-will Powers';
text.encounter_power	= 'Encounter Powers';
text.milestone_power	= 'Milestone Powers';
text.daily_power		= 'Daily Powers';
text.utility_power		= 'Utility Powers';

text.frequency_atwill		= 'At-will';
text.frequency_encounter	= 'Encounter';
text.frequency_daily		= 'Daily';

// Power parts
text.hint_part_prerequisite	= 'Prerequisite';
text.hint_part_requirement	= 'Requirement';
text.hint_part_trigger	= 'Trigger';
text.hint_part_target	= 'Target';
text.hint_part_effect	= 'Effect';
text.hint_part_attack	= 'Attack';
text.hint_part_hit		= 'Hit';
text.hint_part_miss		= 'Miss';
text.hint_part_target_connector	= ' / '; // Each creature in Burst 3
text.hint_part_range_connector	= ' in '; // Burst 3 in 10
text.hint_part_attack_connector	= ' vs. '; // Str vs. AC
text.hint_part_hit_connector	= ', and '; // 1W+Str, and some debuff
text.hint_part_target2	= 'Secondary Target';
text.hint_part_effect2	= 'Secondary Effect';
text.hint_part_attack2	= 'Secondary Attack';
text.hint_part_hit2		= 'Secondary Hit';
text.hint_part_miss2	= 'Secondary Miss';
text.hint_part_sustain	= 'Sustain';
text.hint_part_remote	= 'Remote';
text.hint_part_weapon	= 'Weapon';
text.hint_part_special	= 'Special';
// Eq parts
text.hint_part_ac		= 'AC';
text.hint_part_damage	= 'Damage';
text.hint_part_range	= 'Range';
// Sub parts
text.bonus	= 'bonus'
text.damage	= 'damage';



// Power source
text.divine		= 'Divine';
text.arcane		= 'Arcane';
text.martial	= 'Martial';
text.psionic	= 'Psionic';

// Power type
text.power_attack		= 'Attack';
text.power_utility		= 'Utility';
text.power_feature		= 'Feature';
text.power_feat			= 'Feat';

// Actions
text.action_short	= 'Rest';
text.action_standard	= 'Standard';
text.action_move		= 'Move';
text.action_minor		= 'Minor';
text.action_free		= 'Free';
text.action_no  		= 'No action';
text.action_interrupt	= 'Interrupt';
text.action_reaction	= 'Reaction';

// Effect Area
text.area_blast		= 'Blast';
text.area_burst		= 'Burst';
text.area_wall		= 'Wall';
text.area_meleeranged		= 'Melee/Ranged';
text.area_melee		= 'Melee';
text.area_ranged	= 'Ranged';

// Power range
text.range_weapon	= 'Weapon';
text.range_touch	= 'Touch';
text.range_personal	= 'Personal';
text.range_sight	= 'Sight';

// Targets
text.target_na			= '';
text.target_objsq		= 'One object or unoccupied square';
text.target_1			= 'One creature';
text.target_12			= 'One or two creatures';
text.target_123			= 'One, two, or three creatures';
text.target_1sec		= 'One creature other than primary target';
text.target_1obj		= 'One creature or object';
text.target_1conjzone	= 'One conjuration or zone';
text.target_1a			= 'One ally';
text.target_1adja		= 'One adjacent ally';
text.target_1adje		= 'One adjacent enemy';
text.target_1e			= 'One enemy';
text.target_1o			= 'One object';
text.target_1ainwis			= 'One ally in {{wisMod}} squares';
text.target_spell1adj	= 'One creature adjacent to spell';
text.target_2in3		= '2 creatures within 3 squares of each other';
text.target_12in5		= '1 creature, or 2 in 5 squares of each other';
text.target_u1a			= 'You or one ally';
text.target_u1ab			= 'You or one ally, bloodied target only';
text.target_u1c			= 'You or one creature';
text.target_un1a			= 'You and one ally';
text.target_all			= 'Each creature';
text.target_ualla		= 'You and each ally';
text.target_allsecadj	= 'Each creature adjacent to the primary target';
text.target_alla		= 'Each ally';
text.target_alle		= 'Each enemy';
text.target_allvise		= 'Each sighted enemy';
text.target_allm		= 'Each enemy marked by you';
text.target_allundead	= 'Each undead';
text.target_neare		= 'Nearest enemy';
text.target_nearvise	= 'Nearest visible enemy';
text.target_trige		= 'The triggered enemy';
text.target_un1ao2a		= 'You and one ally or two allies';
text.target_same1c		= 'Same target or another creature';
text.target_1heldweapon = 'One held weapon';
text.target_2freesq = '2 Unoccupied squares'

// Damage Types
text.acid		= 'Acid';
text.cold		= 'Cold';
text.fire		= 'Fire';
text.force		= 'Force';
text.lightning	= 'Lightning';
text.necrotic	= 'Necrotic';
text.poison		= 'Poison';
text.psychic	= 'Psychic';
text.radiant	= 'Radiant';
text.thunder	= 'Thunder';
text.weapon     = 'Weapon';

// Power Effect Types
text.charm			= 'Charm';
text.conjuration	= 'Conjuration';
text.fear			= 'Fear';
text.healing		= 'Healing';
text.illusion		= 'Illusion';
text.poison			= 'Poison';
text.polymorph		= 'Polymorph';
text.reliable		= 'Reliable';
text.sleep			= 'Sleep';
text.stance			= 'Stance';
text.teleportation	= 'Teleportation';
text.zone			= 'Zone';

// Power Accessories
text.accessory_implement	= 'Implement';
text.accessory_weapon		= 'Weapon';

//text.deity_


/*************** GROUPS *****************/

let (t = text.Features) {
  t.Racial = {};
  t.Heroic = {};
  t.Paragon = {};
  t.Epic = {};

  t.Human = {};
  t.Dragonborn = {};
  t.Dwarf = {};
  t.Eladrin = {};
  t.Elf = {};
  t.HalfElf = {};
  t.Halfling = {};
  t.Tiefling = {};

  t.Cleric = {};
  t.Fighter = {};
  t.Paladin = {};
  t.Ranger = {};
  t.Rogue = {};
  t.Warlock = {};
  t.Warlord = {};
  t.Wizard = {};
};

let (t = text.Powers) {
  t.Racial = {};
  t.Heroic = {};
  t.Paragon = {};
  t.Epic = {};
  t.Feat = {};

  t.Human = {};
  t.Dragonborn = {};
  t.Dwarf = {};
  t.Eladrin = {};
  t.Elf = {};
  t.HalfElf = {};
  t.Halfling = {};
  t.Tiefling = {};

  t.Cleric = {};
  t.Fighter = {};
  t.Paladin = {};
  t.Ranger = {};
  t.Rogue = {};
  t.Warlock = {};
  t.Warlord = {};
  t.Wizard = {};
};

let (t = text.Feats) {
  t.Racial = {};
  t.Heroic = {};
  t.Paragon = {};
  t.Epic = {};
  t.Multiclass = {};
  t.Power = {};

  t.Human = {};
  t.Dragonborn = {};
  t.Dwarf = {};
  t.Eladrin = {};
  t.Elf = {};
  t.HalfElf = {};
  t.Halfling = {};
  t.Tiefling = {};

  t.Cleric = {};
  t.Fighter = {};
  t.Paladin = {};
  t.Ranger = {};
  t.Rogue = {};
  t.Warlock = {};
  t.Warlord = {};
  t.Wizard = {};
};

/*************** RACES *****************/



text.race_Dragonborn	= 'Dragonborn';
text.race_Dragonborn_flav	= 'Proud, honorable warriors, born from the blood of an ancient dragon god';
text.race_Dragonborn_desc	= 'Str, Cha ✦ History, Intimidate ✦ Breath weapon<br>Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers.<br>'
      + 'Dragonborns heros look like dragon, and favors the warlord, fighter, and paladin classes.' ;
text.race_Dragonborn_name	=
  {	male: ['Arjhan','Balasar','Bharash','Donaar','Ghesh','Heskan','Kriv','Medrash','Nadarr','Patrin','Rhogar','Shamash','Shedinn','Torinn'],
  female: ['Akra','Biri','Daar','Harann','Kava','Korinn','Mishann','Nala','Perra','Raiann','Sora','Surina','Thava'] };

text.Features.Dragonborn.DagonbornFury	= { title: 'Dragonborn Fury',
  desc	: 'When you\'re bloodied, you gain +1 racial bonus to attack rolls.',
  feature	: 'A +1 racial attack when bloodied.'
};
text.Features.Dragonborn.DraconicHeritage	= { title: 'Draconic Heritage',
  desc	: 'Your healing surge value is equal to 1/4 max hp + your Con modifier.'
};
text.Powers.Dragonborn.DragonbornBreath	= { title: 'Dragon Breath',
  flav: 'As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.',
  options	: 'Damage type',
  options2  : ' Key ability'
//  desc	: 'Pick a physical ability score to use when using Dragon Breath power.'
};





text.race_Dwarf			= 'Dwarf';
text.race_Dwarf_flav	= 'Masters of stone and iron, dauntless and unyielding in the face of adversity';
text.race_Dwarf_desc	= 'Con, Wis ✦ Dungeoneering, Endurance ✦ Second Wind as minor action<br>Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom.<br>'
      + 'Dwarves heros are typically tough, gruff, and strong as bedrock, and favor the paladin, cleric, and fighter classes.' ;
text.race_Dwarf_name	=
  {	male: ['Adrik','Baern','Berend','Darrak','Eberk','Fargrim','Gardain','Harbek','Kildrak','Morgran','Orsik','Rangrim','Thoradin','Thorfin','Tordek','Travok','Vondal'],
  female: ['Artin','Bardryn','Diesa','Eldeth','Falkrunn','Gurdis','Helja','Kathra','Kristryd','Mardred','Riswynn','Torbera','Vistra'] };

text.Features.Racial.LowLightVision	= { title: 'Low-Light Vision',
  desc	: 'Low-light vision allows you to see normally in bright light and dim light but not in darkness.'
};
text.Features.Dwarf.CastIronStomach	= { title: 'Cast-Iron Stomach',
  desc	: '+5 racial bonus to saving throws against poison.',
  feature	: 'D +5 racial saving throws vs. poison.'
};
text.Features.Dwarf.DwarvenResilience	= { title: 'Dwarven Resilience',
  desc	: 'You can use your second wind as a minor action instead of a standard action.',
  feature	: 'C Use Second Wind as a minor action'
};
text.Features.Dwarf.DwarvenWeaponProficiency = { title: 'Dwarven Weapon Proficiency',
  desc	: 'You gain proficiency with the throwing hammer and the warhammer.'
};
text.Features.Dwarf.EncumberedSpeed = { title: 'Encumbered Speed',
  desc	: 'You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.'
};
text.Features.Dwarf.StandYourGround	= { title: 'Stand Your Ground',
  desc	: 'When an effect forces you to move - through a pull, a push, or a slide - you can move 1 square less than the effect specifies.'
      + 'This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.<br>'
      + 'In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.',
  feature	: 'D Move 1 square less with forced movement ; when knocked prone may immediately save to stay up'
};



text.race_Eladrin		= 'Eladrin';
text.race_Eladrin_flav	= 'Graceful warriors and wizards at home in the eldritch twilight of the Feywild';
text.race_Eladrin_desc	= 'Dex, Int ✦ Arcana, History ✦ Teleport 5<br>Creatures of magic with strong ties to nature, eladrin live in cities in the twilight realm of the Feywild.<br>'
      + 'Eladrins heros are typically otherworldly and mysterious, and favor the wizard, rogue, and warlord classes.' ;
text.race_Eladrin_name	=
  {	male: ['Aramil','Arannis','Berrian','Dayereth','Erevan','Galinndan','Hadarai','Immeral','Mindartis','Paelias','Quarion','Riardon','Soveliss'],
  female: ['Althaea','Anastrianna','Andraste','Bethrynna','Caelynna','Jelenneth','Leshanna','Meriele','Naivara','Quelenna','Sariel','Shanairra','Theirastra','Valenae '] };

text.Features.Eladrin.EladrinEducation	= { title: 'Eladrin Education',
  options	: 'Eladrin Education',
  desc		: 'You gain training in one additional skill.'
};
text.Features.Eladrin.EladrinWeaponProficiency	= { title: 'Eladrin Weapon Proficiency',
  desc	: 'You gain proficiency with the longsword.'
};
text.Features.Eladrin.EladrinWill	= { title: 'Eladrin Will',
  desc		: 'You gain +1 racial bonus to your Will defense. In addition, you gain +5 racial bonus to saving throws against charm effects.',
  feature	: 'D +5 racial saving throws vs. charm.'
};
text.Features.Racial.FeyOrigin	= { title: 'Fey Origin',
  desc		: 'Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.',
  feature	: 'O You are considered a fey creature.'
};
text.Features.Racial.Trance	= { title: 'Trance',
  desc		: 'Rather than sleep, eladrin and drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest.<br>'
        + 'While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.',
  feature	: 'O Only spend 4 hours in extended rest and remains fully aware of surroundings'
};
text.Powers.Eladrin.FeyStep	= { title: 'Fey Step',
  flav	: 'With a step, you vanish from one place and appear in another.',
  effect	: 'Teleport up to {{5||teleport}} squares.'
};





text.race_Elf		= 'Elf';
text.race_Elf_flav	= 'Quick, wary archers who freely roam the forests and wilds';
text.race_Elf_desc	= 'Dex, Wis ✦ Nature, Perception ✦ Reroll an attack<br>Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees.<br>'
      + 'Elf heros are typically quick, quiet, and wild, and favor the ranger, rogue, and cleric classes.';
text.race_Elf_name	=
  {	male: ['Adran','Aelar','Beiro','Carric','Erdan','Gennal','Heian','Lucan','Peren','Rolen','Theren','Varis'],
  female: ['Adrie','Birel','Chaedi','Dara','Enna','Faral','Irann','Keyleth','Lia','Mialee','Shava','Thia','Valna '] };

text.Features.Elf.ElvenWeaponProficiency	= { title: 'Elven Weapon Proficiency',
  desc	: 'You gain proficiency with the longbow and the shortbow.'
};
text.Features.Elf.GroupAwareness	= { title: 'Group Awareness',
  desc		: 'You grant non-elf allies within 5 squares of you +1 racial bonus to Perception checks.',
  feature	: 'S Allies within {{5||range}} squares gain +1 racial bonus to Perception.'
};
text.Features.Elf.WildStep	= { title: 'Wild Step',
  desc		: 'You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).',
  feature	: 'M Ignore difficult terrain when you shift.'
};
text.Powers.Elf.ElvenAccuracy	= { title: 'Elven Accuracy',
  flav		: 'With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.',
  effect	: 'Reroll an attack roll. Use the second roll, even if it\'s lower.',
  summary	: 'Reroll an attack roll'
};





text.race_HalfElf	= 'Half-Elf';
text.race_HalfElf_flav	= 'Born heroes and leaders who combine the best features of humans and elves';
text.race_HalfElf_desc	= 'Con, Cha ✦ Diplomacy, Insight ✦ Cross-class at-will<br>Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear.<br>'
      + 'Half-Elf heros are typically outgoing, enthusiastic leaders, and favor the warlord, paladin, and warlock classes.' ;
/* text.race_HalfElf_name	=	// Deferred until after human names are defined */
text.Features.HalfElf.Dilettante	= { title: 'Dilettante',
  desc	: 'At 1st level, you choose a 1st level at-will attack power from a class different from yours. You can use that power as an encounter power.'
};
text.Features.HalfElf.DualHeritage	= { title: 'Dual Heritage',
  desc	: 'You can take feats that have either elf or human as a prerequisite (as well as those specifi-cally for half-elves), as long as you meet any other requirements.'
};
text.Features.HalfElf.GroupDiplomacy	= { title: 'Group Diplomacy',
  desc		: 'You grant allies within 10 squares of you a 1 racial bonus to Diplomacy checks.',
  feature	: 'S Allies within 10 squares gain +1 racial bonus to Diplomacy.'
};



text.race_Halfling	= 'Halfling';
text.race_Halfling_flav	= 'Quick and resourceful wanderers, small in stature but great in courage';
text.race_Halfling_desc	= 'Dex, Cha ✦ Acrobatics, Thievery ✦ Enemy reroll hits<br>Half lings are a small race known for their resourcefulness, quick wits, and steady nerves.<br>'
      + 'Halflings heros are typically plucky and all too easy to underestimate. They favors the rogue, ranger, and warlock classes.';
text.race_Halfling_name	=
  {	male: ['Ander','Corrin','Dannad','Errich','Finnan','Garret','Lazam','Lindal','Merric','Nebin','Ostran','Perrin','Reed','Shardon','Ulmo','Wenner'],
  female: ['Andrey','Bree','Callie','Chenna','Eida','Kithri','Lidda','Nedda','Paela','Shaena','Tryn','Vani','Verna','Wella'] };

text.Features.Halfling.Bold	= { title: 'Bold',
  desc		: 'You gain +5 racial bonus to saving throws against fear.',
  feature	: 'D +5 racial saving throws vs. fear.'
};
text.Features.Halfling.NimbleReaction	= { title: 'Nimble Reaction',
  desc		: 'You gain +2 racial bonus to AC against opportunity attacks.',
  feature	: 'A +2 racial AC vs. Opportunity attacks.'
};
text.Powers.Halfling.SecondChance	= { title: 'Second Chance',
  flav	: 'Luck and small size combine to work in your favor as you dodge your enemy\'s attack.',
  trigger	: 'When an attack hits you.',
  effect	: 'Force the enemy to reroll the attack and uses the second roll.'
};




text.race_Human			= 'Human';
text.race_Human_flav	= 'Ambitious, driven, pragmatica race of heroes, and also a race of villains';
text.race_Human_desc	= 'Any one ✦ Bonus skill ✦ Bonus at-will power<br>Of all the civilized races, humans are the most adaptable and diverse.<br>'
      + 'Humans heros are typically decisive, resourceful with enough determination to face any challenge, and excel at any class they choose.' ;
text.race_Human_name	=
  {	male: ['Alain','Alek','Benn','Brandis','Donn','Drew','Erik','Gregg','Jonn','Kris','Marc','Mikal','Pieter,Regdar','Quinn','Samm','Thom','Wil'],
  female: ['Ana','Cassi','Eliza','Gwenn','Jenn','Kat','Keira','Luusi','Mari','Mika','Miri','Stasi','Shawna','Zanne '] };text.race_HalfElf_name	=
  {	male: text.race_Elf_name.male.concat(text.race_Human_name.male),
  female: text.race_Elf_name.female.concat(text.race_Human_name.female) };

text.Features.Human.SingleAbilityBonus2	= { title: 'Ability Bonus',
  options	: 'Ability Bonus',
  desc	: 'You get +2 to one ability score of your choice.'
};
text.Features.Human.BonusAtWillPower	= { title: 'Bonus At-Will Power',
  desc	: 'You know one extra 1st level at-will attack power from your class.'
};
text.Features.Human.BonusFeat	= { title: 'Bonus Feat',
  desc	: 'You gain a bonus feat at 1st level. You must meet the feat\'s prerequisites'
}
text.Features.Human.BonusSkill	= { title: 'Bonus Skill',
  desc	: 'You gain training in one additional skill from your class skill list.'
}
text.Features.Human.HumanDefenseBonuses	= { title: 'Human Defense Bonuses',
  desc	: '+1 racial bonus to Fortitude, Reflex, and Will defenses.'
}




text.race_Tiefling	= 'Tiefling';
text.race_Tiefling_flav	= 'Heirs of a shattered empire who live in the shadows and do not fear the dark';
text.race_Tiefling_desc	= 'Int, Cha ✦ Bluff, Stealth ✦ +1 next retribution, damage +cha<br>Heirs to an ancient, infernal bloodline, tief lings have no realms of their own but instead live within human kingdoms and cities.<br>'
      + 'Tieflings heros typically has a dark side to overcome, and favors the warlock, warlord, and rogue classes.' ;
text.race_Tiefling_name	=
  {	male: ['Akmenos','Amnon','Barakas','Damakos','Ekemon','Iados','Kairon','Leucis','Melech','Morthos','Pelaios','Skamos','Therai'],
  female: ['Female Names: Akta','Bryseis','Damaia','Ea','Kallista','Lerissa','Makaria','Nemeia','Orianna','Phelaia','Rieta'] };

text.Features.Tiefling.Bloodhunt	= { title: 'Bloodhunt',
  desc	: 'You gain +1 racial bonus to attack rolls against bloodied foes.',
  effect	: '+1 racial bonus to attack vs. bloodied foes.'
};
text.Features.Tiefling.FireResistance	= { title: 'Fire Resistance',
  desc	: 'You have resist fire {{5||chr.counts.halfLv|half level}}.'
};
text.Powers.Tiefling.InfernalWrath	= { title: 'Infernal Wrath',
  flav	: 'You call upon your furious nature to improve your odds of harming your foe.',
  effect	: '+1 next attack roll vs. an enemy that hit you since your last turn. '
        + 'If your attack hits and damages, add Charisma modifier {{(chaMod)|}} as extra damage.'
};


text.race_Bugbear	= 'Bugbear';
text.race_Bugbear_desc	= 'Str, Dex ✦ Intimidate, Stealth ✦ Extra 1d6+ damage if have CA<br>'+
  'Big, tough goblins that love to fight, bugbears are the champions, picked guards, and muscle for more clever goblins.';
text.Features.Racial.Oversized = { title: 'Oversized',
  summary	: 'You can use weapon one size larger than you as if they were your size.'
};
text.Powers.Bugbear = {
  PredatoryEye	: { title: 'Predatory Eye',
    flav	: 'You maneuver into an advantageous position and strike your foe with ruthless determination.',
    effect	: 'You deal +{{(1+chr.counts.tier)+"d6";|1d6}} damage on your next attack against a target granting combat advantage. If unused, bonus expires by end of your next turn.'
            + '{{|<br>Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.}}'
  } };

text.race_Doppelganger	= 'Doppelganger';
text.race_Doppelganger_desc	= 'Int, Cha ✦ Bluff, Insight ✦ Change appearance at will<br>'+
  'The consummate shapechanger, a doppelganger can bring entire kingdoms to ruin through duplicity and subterfuge without ever drawing a sword.';
text.Features.Doppelganger = {
  MentalDefense : { title: 'Mental Defense',
    desc	: '+1 racial bonus to Will.'
  } };
text.Powers.Doppelganger  = {
  ChangeShape	: { title: 'Change Shape',
    flav	: 'You alter your form to look like some other humanoid.',
    effect	: 'You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual.',
    summary	: 'Change to medium humanoid'
  } };


text.race_Drow	= 'Drow';
text.race_Drow_desc	= 'Dex, Cha ✦ Intimidate, Stealth ✦ Temporary darkness or gains CA<br>'+
  'Arrogant and perverse, the drow conspire to subjugate all who don\'t revere their Spider Queen, the god Lolth.';
text.Features.Racial.Darkvision = { title: 'Darkvision',
  desc	: 'Darkvision allows you to see in dim light and darkness without penalty.'
};
text.Powers.Drow  = {
  CloudOfDarkness	: { title: 'Cloud of Darkness',
    flav	: 'A cloud of darkness obscures you, but your vision pierces it.',
    effect	: 'Creates a cloud of darkness that remains in place until the end of your next turn, blindingj all creatures except you.',
    summary	: 'Blind everyone in area',
    special	: 'Once per encounter, you can use either cloud of darkness or darkfire.'
  },
  Darkfire	: { title: 'Darkfire',
    flav	: 'A flickering halo of purple light surrounds the target, making it easier to hit.',
    options	: 'Key ability',
    hit		: 'Until end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.',
    summary	: 'Cancel invis &amp; conceal &amp; grants CA',
    special	: 'Once per encounter, you can use either cloud of darkness or darkfire.'
  }
};


text.race_Githyanki	= 'Githyanki';
text.race_Githyanki_desc	= 'Con, Int ✦ History, Initiative ✦ You or an ally can fly 5<br>'+
  'Born out of slavery, the githyanki are fierce psychic warriors that ply the Astral Sea and fight with silver swords.';
text.Features.Racial.DangerSense	= { title: 'Danger Sense',
  desc	: '+2 racial bonus to initiative.'
};
text.Features.Githyanki = {
  GithyankiWillpower : { title: 'Githyanki Willpower',
    desc	: '+1 racial bonus to Will, +2 racial bonus to saving throw vs charm.',
    feature	: 'D +2 racial bonus to saving throw vs charm.'
  }
};
text.Powers.Githyanki  = {
  TelekineticLeap	: { title: 'Telekinetic Leap',
    flav	: 'You hurl yourself or one of your allies safely through the air using your mind.',
    effect	: 'Target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.',
    summary	: 'Fly 5'
  }
};


text.race_Githzerai	= 'Githzerai';
text.race_Githzerai_desc	= 'Dex, Wis ✦ Acrobatics, Athletics, Initiative ✦ +2 all defenses on being hit<br>'+
  'Githzerai are secretive beings with an ascetic and disciplined culture. They congregate in hidden monastic settlements across the Elemental Chaos and in remote corners of the world.';
text.Powers.Githzerai  = {
  IronMind	: { title: 'Iron Mind',
    flav	: 'After withstanding an attack, you use the power of your mind to fortify yourself against further harm.',
    trigger : 'You would be hit by an attack.',
    effect	: 'You gain +2 bonus to all defenses until end of your next turn.',
    summary : '+2 defenses on being hit'
  }
};


text.race_Gnoll	= 'Gnoll';
text.race_Gnoll_desc	= 'Con, Dex ✦ Initiative ✦ extra 2+ damage on charge<br>'+
  'Gnolls are feral, demon-worshiping marauders that kill, pillage, and destroy. They attack communities along the borderlands without warning and slaughter without mercy, all in the name of the demon lord Yeenoghu.';
text.Features.Gnoll = {
  BloodFury : { title: 'Blood Fury',
    desc	: 'When you\'re bloodied, you gain +2 bonus to damage rolls.<br>Bonus increase to +4 on lv 21.',
    feature	: 'A When bloodied, gain +{{2+chr.counts.epic*2;}} to damage rolls'
  }
};
text.Powers.Gnoll  = {
  FerociousCharge	: { title: 'Ferocious Charge',
    flav	: 'You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.',
    effect	: 'You charge and deal an extra {{2+chr.counts.tier*2;|2}} damage on a sucessful attack.{{|<br>Increase the extra damage to 4 at 11th level and to 6 at 21st level.}}',
    summary : '+{{2+chr.counts.tier*2;}} damage on charge'
  }
};


text.race_Gnome	= 'Gnome';
text.race_Gnome_desc	= 'Int, Cha ✦ Arcana, Stealth ✦ Turns invisible on damaged<br>' +
  'Gnomes are sly tricksters who excel at avoiding notice as they move between the Feywild and the world, driven by curiosity and wanderlust.';
text.Features.Gnome = {
  ReactiveStealth : { title: 'Reactive Stealth',
    desc	: 'If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.',
    feature	: 'C Can attempt stealth if have cover/concealment when checking initiative'
  }
};
text.Powers.Gnome  = {
  FadeAway	: { title: 'Fade Away',
    flav	: 'You turn invisible in response to an enemy\'s attack.',
    trigger : 'You take damage.',
    effect	: 'You are invisible until you attack or until the end of your next turn.',
    summary : 'Turns invis on damaged'
  }
};


text.race_Goblin	= 'Goblin';
text.race_Goblin_desc	= 'Dex, Cha ✦ Stealth, Thievery ✦ At-will shift 1 square on miss<br>' +
  'Goblins are wicked, treacherous creatures that love plunder and cruelty. They\'re not very big or strong, but they\'re dangerous when they gang up.';
text.Features.Goblin = {
  GoblinReflexes : { title: 'Goblin Reflexes',
    desc	: 'You gain a +1 racial bonus to your Reflex defense.'
  }
};
text.Powers.Goblin  = {
  GoblinTactics	: { title: 'Goblin Tactics',
    flav	: 'You avoid your enemy\'s blow and cleverly slink past his defenses.',
    trigger : 'You are missed by a melee attack.',
    effect	: 'You shift 1 square.',
    summary : 'Shift 1 if enemy melee miss'
  }
};


text.race_Hobgoblin	= 'Hobgoblin';
text.race_Hobgoblin_desc	= 'Con, Cha ✦ Athletics, History ✦ Reactive save on save ends effect<br>' +
  'Hobgoblins live for war and bloodshed, killing or enslaving creatures weaker than themselves. They see all other creatures as lesser beings to be subjugated, and they reserve a special loathing for all fey.';
text.Features.Hobgoblin = {
  BattleReady : { title: 'Battle Ready',
    desc	: 'You gain a +2 bonus to initiative checks.'
  }
};
text.Powers.Hobgoblin  = {
  HobgoblinResilience	: { title: 'Hobgoblin Resilience',
    flav	: 'You shake off an effect that would cripple a lesser warrior.',
    trigger : 'You suffer an effect that a save can end.',
    effect	: 'You make a saving throw against the effect.',
    summary : 'Reactive save on debuffed'
  }
};


text.race_Kobold	= 'Kobold';
text.race_Kobold_desc	= 'Con, Dex ✦ Stealth, Thievery ✦ Shift as minor action<br>' +
  'Kobolds revere dragons and tend to dwell in and around places where dragons are known to lair. They skulk in the darkness, hiding from stronger foes and swarming to overwhelm weaker ones.';
text.Features.Kobold = {
  TrapSense : { title: 'Trap Sense',
    desc	: 'You gain a +2 bonus to defense againse traps.',
    feature	: 'D +2 defense vs traps.'
  }
};
text.Powers.Kobold  = {
  Shifty	: { title: 'Shifty',
    flav	: 'You skitter and scamper through the ranks of your enemies, much to their chagrin.',
    effect	: 'You shift 1 square.',
    summary : 'Shift 1'
  }
};


text.race_Minotaur	= 'Minotaur';
text.race_Minotaur_desc	= 'Str, Con ✦ Nature, Perception ✦ Charge attack knocks enemy prone<br>' +
  'Minotaurs are fierce, bull-headed monsters that worship demons and enslave and plunder weaker creatures. All minotaurs have a liking for mazes and often seek out buried labyrinths or sprawling dungeons as lairs.';
text.Features.Minotaur = {
  Ferocity : { title: 'Ferocity',
    desc	: 'If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious.',
    feature	: 'C Free melee basic attack when reduced to 0 hp'
  }
};
text.Powers.Minotaur  = {
  GoringCharge	: { title: 'Goring Charge',
    flav	: 'You charge the enemy and gore him with your horns.',
    hit		: 'Target is knocked prone.{{|<br>Increase the damage to 2d6 + Strength modifier at 11th level and 3d6 + Strength modifier at 21st level.}}'
  }
};


text.race_Orc	= 'Orc';
text.race_Orc_desc	= 'Str, Con ✦ (none) ✦ 1W melee with healing surge<br>' +
  'Orcs worship gruumsh, the one-eyed god of slaughter, and are savage, bloodthirsty marauders. They plague the civilized races of the world and also fight among themselves for scraps of food and treasure.';
text.Features.Orc = {
  RunningCharge : { title: 'Running Charge',
    desc	: 'When you charge, add 2 to your speed.',
    feature	: 'M +2 charge speed.'
  }
};
text.Powers.Orc  = {
  WarriorsSurge	: { title: 'Warrior\'s Surge',
    flav	: 'Spilling the blood of your enemy invigorates you.',
    hit	: 'You can spend a healing surge.{{|<br>Increase to 2[W] + Strength modifier damage at 21st level.}}'
  }
};


text.race_Shadarkai	= 'Shadar-kai';
text.race_Shadarkai_desc	= 'Dex, Int ✦ Acrobatics, Stealth ✦ Teleport 3 and insubstantial<br>' +
  'Shadar-kai cling to darkness and shadows. they are a bleak and sinister humanlike people that inhabit the Shadowfell and serve the Raven Queen.';
text.Features.Shadarkai = {
  Winterkin : { title: 'Winterkin',
    desc	: 'Due to your connection to the Raven Queen, you gain a +1 bonus to Fortitude defense.'
  }
};
text.Powers.Shadarkai  = {
  ShadowJaunt	: { title: 'Shadow Jaunt',
    flav	: 'You step into the shadows and reappear a short distance away, hazy and insubstantial.',
    effect	: 'You teleport 3 squares and become insubstantial until the start of your next turn.',
    summary : 'Tele 3 &amp; be insubstantial'
  }
};


text.race_LongtoothShifter	= 'Shifter, Longtooth';
text.race_LongtoothShifter_desc	= 'Str, Wis ✦ Athletics, Endurance ✦ +2 damage and regen 2 when bloodied<br>' +
  'Descended from humans and lycanthropes, shifters resemble humans with animalistic features. The longtooth hunter focuses on one enemy at a time.';
text.Powers.LongtoothShifter  = {
  LongtoothShifting	: { title: 'Longtooth Shifting',
    flav	: 'You unleash the primal beast within and take on a more savage countenance.',
    effect	: 'Until end of the encounter or unconscious, you gain +2 bonus to damage rolls.'
            + 'You also gain regeneration {{2+chr.counts.tier*2;|2. (4 at 11th level, 6 at 21st level)}} as long as you are bloodied.',
    summary : '+2 damage &amp; regen {{2+chr.counts.tier*2;}} if blooded',
    special : 'You must be bloodied to use this power.'
  }
};


text.race_RazorclawShifter	= 'Shifter, Razorclaw';
text.race_RazorclawShifter_desc	= 'Dex, Wis ✦ Acrobatics, Stealth ✦ +2 speed, +1 AC &amp; +1 Ref on bloodied<br>' +
  'Descended from humans and lycanthropes, shifters resemble humans with animalistic features. The razorclaw stalker prefers a mobile, hit-and-run fight.';
text.Powers.RazorclawShifter  = {
  RazorclawShifting	: { title: 'Razorclaw Shifting',
    flav	: 'You unleash the primal beast within and take on a more savage countenance.',
    effect	: 'Until end of the encounter or unconscious, your speed increases by 2 and you gain +1 bonus to AC and Reflex.',
    summary : '+2 speed, +1 AC &amp; Ref if blooded',
    special : 'You must be bloodied to use this power.'
  }
};


text.race_Warforged	= 'Warforged';
text.race_Warforged_desc	= 'Str, Con ✦ Endurance ✦ Temp hp on bloodied<br>' +
  'Warforged are a race of magical constructs built for war and gifted with sentience.';
text.Features.Warforged = {
  LivingConstruct : { title: 'Living Construct',
    desc	: '* You gain a +2 bonus to saving throws against ongoing damage.<br>' +
        	  '* You don\'t need to eat, drink, or breathe.<br>' +
        	  '* You need only 4 hours to benefit from an extended rest.<br>' +
        	  '* Your death save results are considered rolled at least a 10.',
    feature	: 'M +2 save vs ongoing damage; no eat/drink/breathe; 4 hours ext. rest; death save take 10 if rolled lower'
  }
};
text.Powers.Warforged  = {
  WarforgedResolve	: { title: 'Warforged Resolve',
    flav	: 'You might be bloodied, but the battle is far from over!',
    effect	: 'You gain {{3+chr.counts.halfLv;|a number of}} temporary hp{{| equal to 3 + one-half your level}}.',
    summary	: '{{3+chr.counts.halfLv;||temphp}} temp hp if bloodied',
    special : 'You must be bloodied to use this power.'
  }
};



text.race_Genasi	= 'Genasi';
text.race_Genasi_flav	= 'Energy embodied, chaos and order united - a race of inherent flexibility, passion, and diversity';
text.race_Genasi_desc	= 'Str, Int ✦ Endurance, Nature ✦ Varied elemental power<br>'
  + 'Genasi are an inherent contradiction. Each genasi embodies the potential chaos of air and fire, the order of earth and water, or the ferocity of thunder and lightning.'
  + 'Genasi favors the swordmage and warlord classes.';
text.Features.Racial.ElementalOrigin = { title: 'Elemental Origin',
  desc		: 'Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.',
  feature	: 'O You are considered an elemental creature.'
};
text.Features.Genasi = {
  ElementalManifestation : { title: 'Elemental Manifestation',
    options	: 'Elemental Manifestation',
    desc	: 'Your appearance changes based on the element you are manifesting.<br>'
            + 'Earth: +1 Fort, +1 save, minor knocks enemy<br>'
            + 'Fire: +1 Ref, resist fire, burns attacking enemy<br>'
            + 'Storm: +1 Fort, resist lightning, extra light/thunder damage<br>'
            + 'Water: Water breathing, +2 save vs ongoing, incredible shift<br>'
            + 'Wind: resist cold, fly 8 and land',
    Earthsoul	: 'Earthsoul',
    Firesoul	: 'Firesoul',
    Stormsoul	: 'Stormsoul',
    Watersoul	: 'Watersoul',
    Windsoul	: 'Windsoul'
  },
  Earthsoul : { title: 'Earthsoul',
    desc	: 'You gain a +1 racial bonus to your Fortitude defense, and a +1 racial bonus to saving throws.',
    feature	: 'D +1 racial bonus to saving throws.'
  },
  Firesoul : { title: 'Firesoul',
    desc	: 'You gain a +1 racial bonus to your Reflex defense, and resist 5+ fire.',
    feature	: 'D Resist {{5+chr.counts.tier*5;}} fire.'
  },
  Stormsoul : { title: 'Stormsoul',
    desc	: 'You gain a +1 racial bonus to your Fortitude defense, and resist 5+ lightning.',
    feature	: 'D Resist {{5+chr.counts.tier*5;}} lightning.'
  },
  Watersoul : { title: 'Watersoul',
    desc	: 'You can breathe underwater. You also gain a +2 racial bonus to saving throws against ongoing damage.',
    feature	: 'D +2 (racial) saves vs ongoing damage ; breathe underwater'
  },
  Windsoul : { title: 'Windsoul',
    desc	: 'You gain resist 5+ cold.',
    feature	: 'D Resist {{5+chr.counts.tier*5;}} cold.'
  }
};
text.Powers.Genasi  = {
  Earthshock	: { title: 'Earthshock',
    flav	: 'The earth moves in response to your stomping foot or slapping hand, buckling to knock your enemy to its knees.',
    hit 	: 'Target is knocked prone.',
    options2 : 'Key Ability'
  },
  Firepulse	: { title: 'Firepulse',
    flav	: 'As an enemy lands a blow, retributive fire ignites from your arms and fists.',
    trigger : 'An enemy hits you with a melee attack',
    options2 : 'Key Ability'
  },
  PromiseOfStorm	: { title: 'Promise of Storm',
    flav	: 'The lightning living within you calls out to its companion, the thunder. Sparks dance across your skin, and the air around you seems to darken and rumble.',
    effect	: 'Until end of your next turn, you deal +{{(1+chr.counts.tier)+"d8";|1d8}} damage with any lightning or thunder power.'
    		+ '{{|<br>At 11th level, increase your extra damage to 2d8.<br>At 21st level, increase your extra damage to 3d8.}}',
    summary	: '+{{(1+chr.counts.tier)+"d8";}} w/ lightning or thunder'
  },
  Swiftcurrent	: { title: 'Swiftcurrent',
    flav	: 'Your form ripples like water as you flow forward, whipping past enemies and rubble in a graceful but deadly surge.',
    effect	: 'You shift up to your speed over ground or liquid terrain.<br>'
			+ 'You take no penalties for squeezing, can move through enemy spaces, ignore difficult terrain, and take no damage over damaging terrains.',
    summary	: 'Shift that ignores obstacles'
  },
  Windwalker	: { title: 'Windwalker',
    flav	: 'You harness the power of the winds. Air swirls about you, lifting you from the earth.',
    effect	: 'Fly 8 squares. If you don\'t end your move on solid ground, you land with no falling damage.',
    summary	: 'Fly 8 and land softly'
  }
};


/***************** HEROIC CLASSES ****************/
text.class_Cleric	= 'Cleric';
text.class_Cleric_flav	= '"Have courage, my friends! Pelor favors us today!"';
text.class_Cleric_desc	= 'Divine Leader ✦ Wis, Str, Cha<br>Clerics blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other.';

text.Features.Heroic.ChannelDivinity = { title: 'Channel Divinity',
  desc	: 'Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as <i>turn undead</i> and <i>divine fortune</i>.',
  special	: 'You can channel divinity once per encounter.'
};

text.Features.Cleric.HealersLore = { title: 'Healer\'s Lore',
  desc	: 'When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.'
};

text.Powers.Cleric.DivineFortune	= { title: 'Divine Fortune',
  flav	: 'In the face of peril, you hold true to your faith and receive a special boon.',
  effect	: 'You gain a {{+1||bonus}} to your next attack roll or saving throw before end of your next turn.',
  summary	: '+1 next attack / save [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Powers.Cleric.TurnUndead	= { title: 'Turn Undead',
  flav	: 'You sear undead foes, push them back, and root them in place.',
  hit	: 'You push the target {{3+chaMod||push}} squares.  Target is immobilized until end of your next turn.',
  miss	: 'Half damage, and the target is not pushed or immobilized.',
  summary	: '" [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Powers.Cleric.HealingWord	= { title: 'Healing Word',
  flav	: 'You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.',
  effect	: 'Target can spend a healing surge and regain an additional {{chr.counts.halfTier6+1+"d6";||heal,roll}} hp.',
  special	: 'Can be used {{2+chr.counts.halfTier16;}} times per encounter, but only once per round.'
};
// At-will 1
text.Powers.Cleric.LanceOfFaith	= { title: 'Lance of Faith',
  flav	: 'A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally\'s attack.',
  hit	: 'One ally you can see gains a {{+2||"bonus}} to his or her next attack roll against the target.'
};
text.Powers.Cleric.PriestsShield	= { title: 'Priest\'s Shield',
  flav	: 'You utter a minor defensive prayer as you attack with your weapon.',
  hit	: 'You and one adjacent ally gain a {{+1||"bonus}} to AC until end of your next turn.'
};
text.Powers.Cleric.RighteousBrand	= { title: 'Righteous Brand',
  flav	: 'You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity\'s anger. By naming one of your allies when the symbol appears, you add divine power to that ally\'s attacks against the branded foe.',
  hit	: 'One ally within {{5||buff_range}} squares of you gains {{strM|your strMod as||"bonus}} to melee attack rolls against the target until end of your next turn.'
};
text.Powers.Cleric.SacredFlame	= { title: 'Sacred Flame',
  flav	: 'Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.',
  hit	: 'One ally you can see chooses either to gain {{chr.chaMod+chr.counts.halfLv;|chaMod + half level||temphp}} temporary hp or to make a saving throw.'
};
// Encounter 1
text.Powers.Cleric.CauseFear	= { title: 'Cause Fear',
  flav	: 'Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.',
  hit	: 'Target moves its speed+{{chaM|your chaMod}} squares away from you, avoiding unsafe squares and difficult terrain if it can but provoking OA.',
  summary	: 'Speed+{{chaM}}'
};
text.Powers.Cleric.DivineGlow	= { title: 'Divine Glow',
  flav	: 'Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.',
  effect: 'Allies in blast gain +2 (power) to attacks until end of your next turn.'
};
text.Powers.Cleric.HealingStrike	= { title: 'Healing Strike',
  flav	: 'Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.',
  hit	: 'Target is marked until end of your next turn.  You or one ally within {{5||buff_range}} squares of you can spend a healing surge, restoring {{hs||heal}} hp .'
};
text.Powers.Cleric.WrathfulThunder	= { title: 'Wrathful Thunder',
  flav	: 'YYour arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.',
  hit	: 'Target is dazed until end of your next turn.'
};
// Daily 1
text.Powers.Cleric.AvengingFlame	= { title: 'Avenging Flame',
  flav	: 'You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.',
  hit	: 'Ongoing 5 fire damage (save ends).',
  miss	: 'Half damage, and no ongoing fire damage.',
  special	: 'If the target attacks on its turn, it can\'t attempt a saving throw against the ongoing damage.'
};
text.Powers.Cleric.BeaconOfHope	= { title: 'Beacon of Hope',
  flav	: 'A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.',
  hit		: 'Target is weakened until end of its next turn.',
  effect	: 'You and all your allies in the burst regain {{5||heal}} hp, and your healing powers restore +5 hp until end of encounter.'
};
text.Powers.Cleric.CascadeOfLight	= { title: 'Cascade of Light',
  flav	: 'A burst of divine radiance sears your foe.',
  hit	: 'Target gains vulnerability 5 to all your attacks (save ends).',
  miss	: 'Half damage, and the target gains no vulnerability.'
};
text.Powers.Cleric.GuardianOfFaith	= { title: 'Guardian of Faith',
  flav	: 'You conjure a ghostly guardian, indistinct except for a glowing shield emblazoned with your deity\'s symbol. A burst of radiance erupts from it to sear foes that move next to it.',
  effect: 'Conjure a guardian that occupies 1 square, lasting until end of encounter. Enemy that ends turn adjacent subjects to an attack. Enemy can move through.',
  remote: '(move) Every round, you can move the guardian {{3||control}} squares'
};
// Utility 2
text.Powers.Cleric.Bless	= { title: 'Bless',
  flav	: 'You beseech your deity to bless you and your allies.',
  effect	: 'Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.',
  summary	: '+1 attack whole encounter'
};
text.Powers.Cleric.CureLightWounds	= { title: 'Cure Light Wounds',
  flav	: 'You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.',
  effect	: 'Target regains its {{hs||heal}} hp as if it had spent a healing surge.',
  summary	: 'Free healing surge'
};
text.Powers.Cleric.DivineAid	= { title: 'Divine Aid',
  flav	: 'You beseech your deity to grant you or one of your allies the strength to overcome a hindrance.',
  effect	: 'Target makes a saving throw with {{chaMod||bonus}}.',
  summary	: 'Saves at +Cha'
};
text.Powers.Cleric.Sanctuary	= { title: 'Sanctuary',
  flav	: 'You cast a protective ward upon a creature that makes enemies\' attacks less effective.',
  effect	: 'Target receives +5 all defenses, until the target attacks or until end of your next turn.',
  summary	: '+5 defenses'
};
text.Powers.Cleric.ShieldOfFaith	= { title: 'Shield of Faith',
  flav	: 'A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.',
  effect	: 'Each target gains +2 (power) AC until end of the encounter.',
  summary	: '+2 AC'
};
// Encounter 3
text.Powers.Cleric.BlazingBeacon = { title: 'Blazing Becon',
  flav : 'You invoke your deity\'s name, and holy light envelops your weapon. When you strike your foe, a blazing beacon in the form of a holy rune floats above its head to guide your allies\' ranged attacks as well.',
  hit : 'All ranged attack rolls against the target gain a +4 power bonus until end of your next turn.'
};
text.Powers.Cleric.Command = { title: 'Command',
  flav : 'You utter a single word to your foe, a word that demands obedience. You can choose to drive the foeback, order it closer, or cause the foe to throw itself to the ground.',
  hit : 'Target is dazed until end of your next turn. In addition, you can choose to knock the target prone or slide the target {{3||chaMod||}} squares.'
};
text.Powers.Cleric.DauntingLight = { title: 'Daunting Light',
  flav : 'A burning column of light engulfs your foe. Its brilliance burns and hinders your foe\'s defense for a short time.',
  effect : 'One ally you can see gains CA against the target until end of your next turn.'
};
text.Powers.Cleric.SplittheSky = { title: 'Split the Sky',
  flav : 'You invoke ancient words of wrath as you attack with your weapon. The thundering power of your melee strike causes your foe to stumble backward and fall.',
  hit : 'you push the target 2 squares and knock it prone.'
};
//Daily 5
text.Powers.Cleric.ConsecratedGround = { title: 'Consecrated Ground',
flav : 'With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity.',
effect : 'Creates a zone of sanctified ground lasting until end of your next turn. Enemies starting turns inside take {{1d6||chaM||dr,radiant}}. You and any allies who are bloodied and start their turns inside regain {{1||chaM||heal}} hp.',
remote	: '(move) Move the zone 3 squares',
sustain : '(minor) The zone persists'
}
text.Powers.Cleric.RuneOfPeace = { title: 'Rune of Peace',
flav : 'You smash your weapon into your foe, leaving behind a glowing rune that prevents your foe from making attacks.',
hit : 'Target cannot attack (save ends).',
miss : 'Target cannot attack you until end of your next turn.'
}
text.Powers.Cleric.SpiritualWeapon = { title: 'Spiritual Weapon',
flav : 'You conjure a glowing weapon adorned with the symbol of your deity. The weapon attacks one of your foes and guides your allies\'attacks against the same target.',
effect : 'Conjure a weapon in the target\'s square and attacks. Target grants CA to your allies. It lasts until end of your next turn.',
remote	: '(move) Move up to 10 squares to another enemy\'s square.',
sustain : '(minor) When you sustain the power, repeat the attack. Your allies continue to gain CA.'
}

text.Powers.Cleric.WeaponOfTheGods = { title: 'Weapon of the Gods',
flav : 'Your weapon glows with divine radiance, enhancing your attacks.',
effect : ' Until end of the encounter, all attacks made with the weapon deal extra {{1d6||dr,radiant}}. Enemy it hits takes -2 to AC until end of the weapon wielder\'s next turn'
}
//Utility 6
text.Powers.Cleric.BastionOfHealth = { title: 'Bastion of Health',
flav : 'You invoke a prayer that instantly fortifies one of your allies.',
effect : 'Target can spend a healing surge, restoring {{hs||chaM||heal}} hp.'
}
text.Powers.Cleric.CureSeriousWounds = { title: 'Cure Serious Wounds',
flav : 'You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with bright silver light.',
effect : 'Target regains {{2*hs||heal}} hp as if it had spent two healing surges.'
}
text.Powers.Cleric.DivineVigor = { title: 'Divine Vigor',
flav : 'You call upon your deity to invigorate you and your battle-weary allies.',
effect : 'Each target regains the use of his or her second wind.',
summary  : 'Regain second wind'
}
text.Powers.Cleric.HolyLantern = { title: 'Holy Lantern',
flav : 'A conjured beacon of divine light shines like a lantern, piercing shadows and deception.',
effect : 'Conjure a lantern that appears in 1 square within range and sheds bright light 5 squares in all directions, lasting 10 hours. You and allies in the light gain +2 (power) to Perception and Insight checks. You can have only a single holy lantern active at a time.',
remote  : '(minor) you can move the lantern up to your speed as a minor action.',
  sumamary  : 'Bright 5, +2 Perception &amp; Insight'
}
//Encounter 7
text.Powers.Cleric.AweStrike = { title: 'Awe Strike',
flav : 'The supernatural awe and dread that radiates from you as you swing your weapon leaves your foe momentarily frozen in terror.',
hit: 'Target is immobilized until the end of your next turn.'
}
text.Powers.Cleric.BreakTheSpirit = { title: 'Break the Spirit',
flav : 'Calling down the power of your god, you bathe your foe in agonizing radiance, driving strength out of its impending attacks.',
hit : 'Target takes -{{chaMod}} penalty to attack rolls until end of your next turn.'
}
text.Powers.Cleric.SearingLight = { title: 'Searing Light',
flav : 'You invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time.',
hit : 'Target is blinded until the end of your next turn'
}
text.Powers.Cleric.StrengthenTheFaithful = { title: 'Strengthen the Faithful',
flav : 'You utter a solemn prayer as you bring your weapon down upon your foe, invoking the power of your deity to physically bolster you and nearby allies.',
hit : 'You and each ally adjacent to the target can spend a healing surge, restoring {{hs||chaMod||heal}} hp.'
}
//Daily 9
text.Powers.Cleric.AstralDefenders = { title: 'Astral Defenders',
flav : 'You conjure two ghostly soldiers, indistinct except for glowing weapons. They lash out with divine radiance against enemies that pass.',
effect : 'Conjure two soldiers, each occupying 1 square within range, lasting until end of encounter. The conjured soldiers don\'t attack normally, but will do OA. Creatures can move through the spaces.',
remote  : '(move) Move one soldier or both a total of 3 squares.'
}
text.Powers.Cleric.BladeBarrier = { title: 'Blade Barrier',
flav : 'A barrier of whirling blades appears, slashing at those who come too close or try to pass through.',
effect : 'Conjure a wall of of spinning blades lasting until end of your next turn, up to 5 sq. long and up to 2 sq. high of difficult terrain. Creatures entering it or starting turn inside take damage plus ongoing 5 damage (save ends).',
sustain : '(minor) The barrier persists.'
}
text.Powers.Cleric.DivinePower = { title: 'Divine Power',
flav : 'You swing your weapon in a wide arc around you, creating a halo of divine energy that drives foes back while fortifying you and your allies.',
hit : 'You push the target 1 square.',
effect : 'Until end of the encounter, you gain regeneration 5, and you and each ally within the burst gain +2 (power) to AC'
}
text.Powers.Cleric.FlameStrike = { title: 'Flame Strike',
flav : 'A column of flame roars downward to engulf your foes.',
hit : 'Ongoing {{5||wisMod||fire}} (save ends).',
miss : 'Half damage, and no ongoing fire damage.'
}
//Utility 10
text.Powers.Cleric.AstralRefuge = { title: 'Astral Refuge',
flav : 'With a touch, you send one of your allies to a sequestered loca-tion in the Astral Sea, where he can recuperate for a brief time before rejoining the battle.',
effect : 'Target disappears for 3 rounds and can spend a healing surge each round ({{hs||heal}} hp) but can do nothing else. After 3 rounds the target reappears in the same space or, if occupied, in nearest free space.',
summary : 'Whisks an ally 3 rounds to spend hs'
}
text.Powers.Cleric.KnightsOfUnyieldingValor = { title: 'Knights of Unyielding Valor',
flav : 'You conjure four ghostly knights that carry huge shields emblazoned with the symbol of your deity.',
effect : 'Conjure four ghostly warriors 1 square each until end of encounter, granting cover to allies. They can\'t attack, be attacked, or damaged. Enemies cannot enter their squares but allies can move through.',
remote  : '(move) Move any of the knights 2 squares.',
summary : 'Four invulnerable passive ally knights'
}
text.Powers.Cleric.MassCureLightWounds = { title: 'Mass Cure Light Wounds',
flav : ' With a wave of your hand, healing motes of silver light engulf you and all nearby allies.',
effect : 'The targets regain {{hs||chaM||heal}} hp.',
summary : 'Mass cure {{hs||chaM||heal}} hp'
}
text.Powers.Cleric.ShieldingWord = { title: 'Shielding Word',
flav : 'You invoke a prayer that instantly defends one of your allies.',
trigger : 'An ally in range is hit by an attack',
effect : 'The ally gains +4 (power) to AC until end of your next turn.',
summary : '+4 AC on ally being hit'
}
// Feats
//text.deity__BigBro	= 'God';
// {{chr.misc.deity?chr.misc.deity:text.deity__BigBro;}}
text.Powers.Feat.ArmorOfBahamut	= { title: 'Armor of {{chr.misc.deity?chr.misc.deity:"Bahamut";}}',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Bahamut";}} protects you or a friend from devastating harm.',
  trigger	: 'An enemy scores a critical hit on you or your ally.',
  effect	: 'Turns a critical hit against you or an ally within range into a normal hit.',
  summary	: 'Cancel critical hit [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.ArmorOfBahamut		= { title: 'Armor of {{chr.misc.deity?chr.misc.deity:"Bahamut";}}',
  desc  : text.Powers.Feat.ArmorOfBahamut.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.AvandrasRescue		= { title: '{{chr.misc.deity?chr.misc.deity:"Avandra";}}\'s Rescue',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Avandra";}} smiles upon you and helps you rescue a friend in need.',
  effect	: 'Shift into the space of an adjacent ally and vice versa. Your and your ally\'s space must be the same size.',
  summary	: 'Swap with adjacent ally [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.AvandrasRescue		= { title: '{{chr.misc.deity?chr.misc.deity:"Avandra";}}\'s Rescue',
  desc  : text.Powers.Feat.AvandrasRescue.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.CorellonsGrace		= { title: '{{chr.misc.deity?chr.misc.deity:"Corellon";}}\'s Grace',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Corellon";}}\'s grace allows you to move when others take action.',
  trigger : 'Another creature in range spends an AP to take an extra action',
  effect	: 'You take a move action.',
  summary	: 'Moves when someone spends AP [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.CorellonsGrace		= { title: '{{chr.misc.deity?chr.misc.deity:"Corellon";}}\'s Grace',
  desc  : text.Powers.Feat.CorellonsGrace.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.HarmonyOfErathis		= { title: 'Harmony of {{chr.misc.deity?chr.misc.deity:"Erathis";}}',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Erathis";}} brings harmony of purpose to like-minded allies.',
  effect	: 'If you have at least three allies within range, grant one of them +2 (power) to the first attack roll before start of your next turn',
  summary	: '+2 an ally\'s next attack [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.HarmonyOfErathis		= { title: 'Harmony of {{chr.misc.deity?chr.misc.deity:"Erathis";}}',
  desc  : text.Powers.Feat.HarmonyOfErathis.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.IounsPoise		= { title: '{{chr.misc.deity?chr.misc.deity:"Ioun";}}\'s Poise',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Ioun";}} grants strength of will to those she favors.',
  effect	: 'Target gains a +5 (power) to Will until start of your next turn',
  summary	: '+5 Will one turn [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.IounsPoise		= { title: '{{chr.misc.deity?chr.misc.deity:"Ioun";}}\'s Poise',
  desc  : text.Powers.Feat.IounsPoise.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.KordsFavor		= { title: '{{chr.misc.deity?chr.misc.deity:"Kord";}}\'s Favor',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Kord";}}  favors a strong hit in combat with healing.',
  trigger : 'You or an ally within range scores a critical hit with a melee attack.',
  effect	: 'You or the ally can spend a healing surge, restoring {{hs||heal}} hp',
  summary	: 'Spend hs on crit-ed [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.KordsFavor		= { title: '{{chr.misc.deity?chr.misc.deity:"Kord";}}\'s Favor',
  desc  : text.Powers.Feat.KordsFavor.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.MelorasTide		= { title: '{{chr.misc.deity?chr.misc.deity:"Melora";}}\'s Tide',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Melora";}} sends a tide of healing energy to aid you or a bloodied friend',
  effect	: 'he target gains regeneration {{2+chr.counts.tier*2;||regen}} until the end of the encounter or until he or she is no longer bloodied. {{|Increase to 4 if paragon and 6 if epic.}}',
  summary	: 'Regen {{2+chr.counts.tier*2;||regen}} if bloodied [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.MelorasTide		= { title: '{{chr.misc.deity?chr.misc.deity:"Melora";}}\'s Tide',
  desc  : text.Powers.Feat.MelorasTide.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.MoradinsResolve		= { title: '{{chr.misc.deity?chr.misc.deity:"Moradin";}}\'s Resolve',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Moradin";}}s blessing puts the small on more equal footing with the large.',
  effect	: 'Until end of your next turn, you gain a +2 to attack against Large or larger creatures.',
  summary	: '+2 vs Large for two turns [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.MoradinsResolve		= { title: '{{chr.misc.deity?chr.misc.deity:"Moradin";}}\'s Resolve',
  desc  : text.Powers.Feat.MoradinsResolve.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.PelorsRadiance		= { title: '{{chr.misc.deity?chr.misc.deity:"Pelor";}}\'s Radiance',
  flav	: 'When undead creatures abound, {{chr.misc.deity?chr.misc.deity:"Pelor";}}\'s radiance shines to aid the faithful.',
  hit	: 'Target is stunned until end of your next turn.',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.PelorsRadiance		= { title: '{{chr.misc.deity?chr.misc.deity:"Pelor";}}\'s Radiance',
  desc  : 'Stun undead',
  summary	: 'Gain encounter power'
};
text.Powers.Feat.RavenQueensBlessing		= { title: '{{chr.misc.deity?chr.misc.deity:"Raven Queen";}}\'s Blessing',
  flav	: '{{chr.misc.deity?chr.misc.deity:"The Raven Queen";}} grants a boon to those who send the dead on their way.',
  trigger : ': Your attack drops an enemy in range to 0 hp or fewer',
  effect	: 'You or an ally in 5 squares of the enemy can spend a healing surge, restoring {{hs||heal}} hp.',
  summary	: 'Spend hs on dropping enemy [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.RavenQueensBlessing		= { title: '{{chr.misc.deity?chr.misc.deity:"Raven Queen";}}\'s Blessing',
  desc  : text.Powers.Feat.RavenQueensBlessing.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.SehaninesReversal		= { title: '{{chr.misc.deity?chr.misc.deity:"Sehanine";}}\'s Reversal',
  flav	: '{{chr.misc.deity?chr.misc.deity:"Sehanine";}}\'s blessing turns the powers of your enemies against them.',
  trigger : 'You roll a natural 20 on a saving throw',
  effect	: 'Choose an enemy within range; that creature gains the condition you just saved against.',
  summary	: 'Return savable condition on 20 save [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.SehaninesReversal		= { title: '{{chr.misc.deity?chr.misc.deity:"Sehanine";}}\'s Reversal',
  desc  : text.Powers.Feat.SehaninesReversal.summary,
  summary	: 'Gain encounter power'
};
text.Powers.Feat.PowerOfAmaunator		= { title: 'Power of {{chr.misc.deity?chr.misc.deity:"Amaunator";}}',
  flav	: 'Your prayer to {{chr.misc.deity?chr.misc.deity:"Amaunator";}} creates a white-hot surge of radiance.',
  trigger	: 'You hit an enemy with a power with the radiant keyword.',
  effect	: 'The power deals extra 1d10 radiant damage to all targets hit. If it deals half damage on miss, half the extra damage too.',
  summary	: 'Extra d10 radiant to single power [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Feats.Power.PowerOfAmaunator		= { title: 'Power of {{chr.misc.deity?chr.misc.deity:"Amaunator";}}',
  desc  : text.Powers.Feat.PowerOfAmaunator.summary,
  summary	: 'Gain encounter power'
}




text.class_Fighter		= 'Fighter';
text.class_Fighter_flav = '"You\'ll have to deal with me first, dragon!"';
text.class_Fighter_desc	= 'Martial Defender ✦ Str, Dex, Wis, Con<br>Fighters define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor.';


text.Features.Fighter.CombatChallenge	= { title: 'Combat Challenge',
  desc	: 'When you attack you may mark the enemy. When an adjacent marked enemy shifts or attack ally, interrupt with melee basic attack.',
  feature	: 'C Mark enemy on attack; Melee basic when adj. marked shifts or attack ally.'
};
text.Features.Fighter.CombatSuperiority	= { title: 'Combat Superiority',
  desc	: '+{{wisMod}} to opportunity attacks and enemies hit stop moving if a move provoked the attack.',
  feature	: '{{chr.wisMod > 0 ? "A +"+chr.wisMod+" OA, OA stops movements.":"";}}'
};
text.Features.Fighter.FighterWeaponTalent	= { title: 'Fighter Weapon Talent',
  desc	: 'Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.',
  options	: 'Weapon Talent'
};
// At will
text.Powers.Fighter.Cleave	= { title: 'Cleave',
  flav	: 'You hit one enemy, then cleave into another',
  hit	: 'Another adjacacent enemy takes {{strMod}} damage.'
};
text.Powers.Fighter.ReapingStrike	= { title: 'Reaping Strike',
  flav	: 'You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy\'s defenses',
  miss	: '{{ damage|Half Strength modifier damage, or full Strength if wielding a two-handed weapon.}}'
};
text.Powers.Fighter.SureStrike	= { title: 'Sure Strike',
  flav	: 'You trade power for precision.'
};
text.Powers.Fighter.TideofIron	= { title: 'Tide of Iron',
  flav	: 'After each mighty swing, you bring your shield to bear and use it to push your enemy back.',
  hit	: 'Push the target 1 square if it is within one size category of you. You can shift into its original space.'
};
// Encounter 1
text.Powers.Fighter.CoveringAttack	= { title: 'Covering Attack',
  flav	: 'You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.',
  hit	: 'An ally adjacent to the target can shift 2 squares.'
};
text.Powers.Fighter.PassingAttack	= { title: 'Passing Attack',
  flav	: 'You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.',
  hit	: 'You can shift 1 square. Make a secondary attack.'
};
text.Powers.Fighter.SpinningSweep	= { title: 'Spinning Sweep',
  flav	: 'You spin beneath your enemy\'s guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.',
  hit	: 'You knock the target prone.'
};
text.Powers.Fighter.SteelSerpentStrike	= { title: 'Steel Serpent Strike',
  flav	: 'You stab viciously at your foe\'s knee or foot to slow him down. No matter how tough he is, he\'s going to favor that leg for a time.',
  hit	: 'Target is slowed and cannot shift until end of your next turn.'
};
// Daily 1
text.Powers.Fighter.BruteStrike	= { title: 'Brute Strike',
  flav	: 'You shatter armor and bone with a ringing blow.',
  miss	: 'You don\'t expend the use of this power.'
};
text.Powers.Fighter.ComebackStrike	= { title: 'Comeback Strike',
  flav	: 'A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.',
  hit	: 'You can spend a healing surge, restoring {{hs||healing}} hp.',
  miss	: 'You don\'t expend the use of this power.'
};
text.Powers.Fighter.VillainsMenace	= { title: 'Villain\'s Menace',
  flav	: 'You strike your enemy hard and hound him with skilled parries and stern reprisals.',
  hit	: 'You gain +2 (power) to attacks and +4 (power) to damage rolls against the target until end of encounter.',
  miss	: 'You gain +1 (power) to attacks and +2 (power) to damage rolls against the target until end of encounter.'
};
// Utility 2
text.Powers.Fighter.BoundlessEndurance	= { title: 'Boundless Endurance',
  flav	: 'You shake off the worst of your wounds.',
  effect	: 'You gain regeneration {{2||conMod||regen}} when you are bloodied.',
  summary : 'Regen {{2||conM||regen}} when bloodied'
};
text.Powers.Fighter.GetOverHere	= { title: 'Get Over Here',
  flav	: 'You pull one of your allies into a more advantageous position.',
  effect	: 'You slide the target 2 squares to a square that is adjacent to you.',
  summary : 'Slide ally 2 squares to adj square'
};
text.Powers.Fighter.NoOpening	= { title: 'No Opening',
  flav	: 'You raise your weapon or shield to block an opening in your defenses.',
  trigger	: 'An enemy attacks you and has CA against you',
  effect	: 'Cancel the CA you were about to grant to the attack.',
  summary : 'Cancel CA'
};
text.Powers.Fighter.Unstoppable	= { title: 'Unstoppable',
  flav	: 'You let your adrenaline surge carry you through the battle.',
  effect	: 'You gain {{2d6||conMod||temphp}} temporary hp.',
  summary : '{{2d6||conM||temphp}} temp hp'
};
// Encounter 3
text.Powers.Fighter.ArmorPiercingThrust = { title: 'Armor-Piercing Thrust',
  flav : 'You drive your weapon through a weak point in your foe\'s defenses.',
  weapon : '{{|With a light blade or a spear, you gain a bonus to attack and damage roll equal to your Dexterity modifier.}}'
}
text.Powers.Fighter.CrushingBlow = { title: 'Crushing Blow',
  flav : 'You wind up and deliver a devastating blow with your weapon.',
  weapon : '{{|With an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.}}'
}
text.Powers.Fighter.DanceOfSteel = { title: 'Dance of Steel',
  flav : 'Weaving your weapon in a graceful figureeight, you lash out with a sudden attack.',
  weapon : 'With a polearm or a heavy blade, the target is immobilized until the end of your next turn.'
}
text.Powers.Fighter.PreciseStrike = { title: 'Precise Strike',
  flav : 'You trade damage for accuracy when you really want to land an attack on your opponent.'
}
text.Powers.Fighter.RainOfBlows = { title: 'Rain of Blows',
  flav : 'You become a blur of motion, raining a series of blows upon your opponent.',
  weapon : 'With a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack.'
}
text.Powers.Fighter.SweepingBlow = { title: 'Sweeping Blow',
  flav : 'You put all your strength into a single mighty swing that strikes many enemies at once.',
  weapon : '{{|With an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.}}'
}
//Daily 5
text.Powers.Fighter.CrackTheShell = { title: 'Crack the Shell',
flav : 'You break through your enemy\'s armor and deal a painful bleeding wound.',
hit : 'Target takes ongoing 5 damage and -2 to AC (save ends both).'
}
text.Powers.Fighter.DizzyingBlow = { title: 'Dizzying Blow',
flav : 'You crack your foe upside the head.',
hit : 'Target is immobilized (save ends).'
}
text.Powers.Fighter.RainOfSteel = { title: 'Rain of Steel',
flav : 'You constantly swing your weapon about, slashing and cutting into nearby enemies.',
effect : 'Enemies starting turn adjacent to you takes damage, as long as you can OA.'
}
//Utility 6
text.Powers.Fighter.BattleAwareness = { title: 'Battle Awareness',
flav : 'No villain or monster can get the drop on you!',
effect : 'Gain +10 to your initiative. Use this power after rolling initiative.',
summary : '+10 initiative'
}
text.Powers.Fighter.DefensiveTraining = { title: 'Defensive Training',
flav : 'With a soldier\'s discipline, you fend off attacks that would overcome a lesser person.',
effect : 'Gain +2 (power) to your Fortitude, Reflex, or Will.',
summary : '+2 single defense'
}
text.Powers.Fighter.Unbreakable = { title: 'Unbreakable',
flav : 'You steel yourself against a brutal attack.',
trigger : 'You are hit by an attack',
effect : 'Reduce the damage by {{5||conMod}}.',
summary : 'Reduce damage from an attack by {{5||conM}}'
}
//Encounter 7
text.Powers.Fighter.ComeAndGetIt = { title: 'Come and Get It',
flav : 'You call your opponents toward you and deliver a blow they will never forget.',
effect : 'Pull each target 2 squares to an adjacent space. Those that can\'t doesn\'t get pulled. You then attack in close burst 1.'
}
text.Powers.Fighter.GriffonsWrath = { title: 'Griffon\'s Wrath',
flav : 'You rain several heavy overhand blows down on your foe. They force him to raise his guard high to meet your attack, exposing a vulnerable spot for your next attack-the underarm, side, or belly.',
hit : 'Target takes -2 to AC until end of your next turn.'
}
text.Powers.Fighter.IronBulwark = { title: 'Iron Bulwark',
flav : 'You use your weapon or shield to parry one blow after another, denying your foes the satisfaction of getting in a solid hit against you.',
effect : 'You gain +{{chr.equipments.arms.selection && chr.equipments.arms.selection.type == "shield" ? 2 : 1;}} (power) to AC until end of your next turn.',
weapon  : '{{|+2 to AC if you are holding a shield}}'
}
text.Powers.Fighter.RecklessStrike = { title: 'Reckless Strike',
flav : 'You trade precision for power.'
}
text.Powers.Fighter.SuddenSurge = { title: 'Sudden Surge',
flav : 'You throw your weight into a strike, using the momentum of the swing to surge forward.',
effect : 'Move {{Math.max(chr.dexM,1);|dexterity modifier (minimum 1)}} squares.'
}
//Daily 9
text.Powers.Fighter.ShiftTheBattlefield = { title: 'Shift the Battlefield',
flav : 'With supreme skill and great resolve, you beat your enemies back.',
hit : 'Slide the target 1 square',
miss : 'Half damage'
}
text.Powers.Fighter.ThicketOfBlades = { title: 'Thicket of Blades',
flav : 'You sting and hinder nearby foes with a savage flurry of strikes aimed at their legs.',
hit : 'Target is slowed (save ends).'
}
text.Powers.Fighter.VictoriousSurge = { title: 'Victorious Surge',
flav : 'You strike true, and your enemy\'s howl of pain is like music to your ears, making you forget about your own wounds.',
hit : 'Regain {{hs||heal}} hp as if you had spent a healing surge.'
}
// Utility 10
text.Powers.Fighter.IntoTheFray = { title: 'Into the Fray',
flav : 'You unleash a fierce battle cry as you leap boldly into the fray.',
effect : 'Move up to 3 squares, as long as you can end move adjacent to an enemy.',
summary : 'Move 3 to get toe to toe with enemy'
}
text.Powers.Fighter.LastDitchEvasion = { title: 'Last Ditch Evasion',
flav : 'Thanks to a combination of skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.',
trigger : 'You are hit by an attack',
effect : 'You take no damage from the attack that just hit you. You are stunned with -2 all defenses until end of your next turn.',
summary : 'Dodge damage but stunned and -2 defenses next turn'
}
text.Powers.Fighter.StalwartGuard = { title: 'Stalwart Guard',
flav : 'Your thoughts turn to defense as you begin using your weapon or shield to protect nearby allies.',
effect : 'Allies gain +{{chr.equipments.arms.selection && chr.equipments.arms.selection.type == "shield" ? "2 (shield) to AC and Ref":"1 (shield) to AC";}} while adjacent to you.',
weapon  : '{{|If you are using a shield, increase bonus to +2 and apply to Reflex as well.}}',
summary : 'Adj allies +{{chr.equipments.arms.selection && chr.equipments.arms.selection.type == "shield" ? "2 (shield) to AC and Ref":"1 (shield) to AC";}}'
}


text.class_Paladin		= 'Paladin';
text.class_Paladin_flav = '"I am the righteous shield of Moradin and a sword in his mighty hand! I fear no evil!"';
text.class_Paladin_desc	= 'Divine Defender ✦ Str, Cha, Wis<br>Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope.';

text.Powers.Paladin.DivineMettle	= { title: 'Divine Mettle',
  flav	: 'Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.',
  effect	: 'Target makes a saving throw with {{chaMod||bonus}}.',
  summary	: 'Target saves with Cha bonus [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Powers.Paladin.DivineStrength	= { title: 'Divine Strength',
  flav	: 'You petition your deity for the divine strength to lay low your enemies.',
  effect	: 'Gain {{strMod||bonus}} to damage on your next attack this turn.',
  summary	: '+Str damage next attack [Channel Divinity]',
  special	: '{{chr.features.ChannelDivinity.selection.text.special;}}'
};
text.Powers.Paladin.DivineChallenge	= { title: 'Divine Challenge',
  flav	: 'You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.',
  effect	: 'You mark the target. It takes {{3+3*chr.counts.tier;||chaMod||radiant,damage}} the first time it makes an attack that exclude you as a target before the start of your next turn.{{| The damage adds to 6+Cha at 11th level, and to 9+Cha at 21st.}} '
      + 'On your turn, you must attack it, end turn adj. to it, or challenge another target, otherwise the mark ends and you can\'t use divine challenge on next turn. '
      + 'You can use Divine Challenge once per turn.',
  summary	: 'Mark and damage if attack ally'
};
text.Powers.Paladin.LayOnHands	= { title: 'Lay on Hands',
  flav	: 'Your divine touch instantly heals wounds.',
  effect	: 'You spend a healing surge but regain no hp. The target regains its {{hs||heal}} hp. You must have healing surge remaining to use this power.',
  special	: 'You can use this power {{Math.max(chr.wisM, 1);|your Wisdom modifier (minimum 1)}} times per day, but only once per round.',
  summary	: 'Ally can spend healing surge'
};
//
text.Powers.Paladin.BolsteringStrike	= { title: 'Bolstering Strike',
  flav	: 'You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.',
  hit	: 'You gain {{wisM||temphp}} temporary hp.'
};
text.Powers.Paladin.EnfeeblingStrike	= { title: 'Enfeebling Strike',
  flav	: 'Your brutal weapon attack leaves your foe weakened.',
  hit	: 'If you marked the target, it takes –2 penalty to attack rolls until end of your next turn.'
};
text.Powers.Paladin.HolyStrike	= { title: 'Holy Strike',
  flav	: 'You strike an enemy with your weapon, which ignites with holy light.',
  hit	: 'If you marked the target, you gain {{wisMod||bonus}} to the damage roll.'
};
text.Powers.Paladin.ValiantStrike	= { title: 'Valiant Strike',
  flav	: 'As you bring your weapon to bear, the odds against you add strength to your attack.',
  attack	: ', + 1 per enemy adj. to you&nbsp;'
};
// Encounter 1
text.Powers.Paladin.FearsomeSmite	= { title: 'Fearsome Smite',
  flav	: 'When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactics.',
  hit	: 'Until end of your next turn, target takes a {{-wisMod|}} penalty to attack rolls {{| equal to your Wisdom modifier}}.'
};
text.Powers.Paladin.PiercingSmite	= { title: 'Piercing Smite',
  flav	: 'Silvery spikes cover your weapon, punching through your foe\'s armor .',
  hit	: 'Target and {{wisM|a number of}} enemies adjacent to you {{|equal to your Wisdom modifier }} are marked until end of your next turn.'
};
text.Powers.Paladin.RadiantSmite	= { title: 'Radiant Smite',
  flav	: 'Your weapon glows with a pearly luminescence.  Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.'
};
text.Powers.Paladin.ShieldingSmite	= { title: 'Shielding Smite',
  flav	: 'A translucent golden shield forms in front of a nearby ally as you attack with your weapon.',
  effect	: 'Until the end of your next turn, one ally within 5 squares of you gains +{wisM} (power) AC.'
};
// Daily 1
text.Powers.Paladin.OnPainOfDeath	= { title: 'On Pain of Death',
  flav	: 'You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack. ',
  hit	: 'Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). ',
  miss	: 'Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).'
};
text.Powers.Paladin.PaladinsJudgment	= { title: 'Paladin\'s Judgment',
  flav	: 'Your melee attack punishes your enemy and heals an ally.',
  effect	: 'One ally within 5 squares of you can spend a healing surge, regaining its {{hs||heal}} hp.'
};
text.Powers.Paladin.RadiantDelirium	= { title: 'Radiant Delirium',
  flav	: 'You engulf your enemy in searing ribbons of radiance.',
  hit	: 'Target is dazed until the end of your next turn. The target also takes a –2 penalty to AC (save ends).',
  miss	: 'Half damage, and the target is dazed until the end of your next turn.'
};
// Utility 2
text.Powers.Paladin.AstralSpeech	= { title: 'Astral Speech',
  flav	: 'You speak with such compelling conviction that others find it difficult to refute your beliefs and claims.',
  trigger	: 'And adjacent ally is hit by a melee or a ranged attack',
  effect	: 'You gain a +4 power bonus to Diplomacy checks until the end of the encounter.',
  summary : '+4 Diplomacy'
};
text.Powers.Paladin.MartyrsBlessing	= { title: 'Martyr\'s Blessing',
  flav	: 'You step into an attack made against an adjacent ally to save your comrade.',
  trigger	: 'And adjacent ally is hit by a melee or a ranged attack',
  effect	: 'You are hit by the attack instead.',
  summary : 'Take hit for ally'
};
text.Powers.Paladin.SacredCircle	= { title: 'Sacred Circle',
  flav	: 'You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.',
  effect	: 'The burst creates a zone that, until the end of the encounter, gives you and allies in it +1 (power) AC.',
  summary : '+1 AC in area'
};
// Encounter 3
text.Powers.Paladin.ArcingSmite = { title: 'Arcing Smite',
  flav : 'You swing your weapon in a wide arc that strikes not one but two creatures within your reach.',
  hit : 'Target is marked until the end of your next turn.'
}
text.Powers.Paladin.InvigoratingSmite = { title: 'Invigorating Smite',
  flav : 'When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith.',
  hit : 'You and allies in 5 squares of you regain {{5||wisMod||heal}} hp if currently bloodied.'
}
text.Powers.Paladin.RighteousSmite = { title: 'Righteous Smite',
  flav : 'Your righteous blow fills you and your nearby allies with preter-natural resolve.',
  hit : 'You and allies in 5 squares of you gain {{5||wisMod||temphp}} temporary hp.'
}
text.Powers.Paladin.StaggeringSmite = { title: 'Staggering Smite',
  flav : 'With a mighty swing of your weapon, you knock your enemy back.',
  hit : 'You push the target {{wisMod||push}} squares.'
}
//Daily 5
text.Powers.Paladin.HallowedCircle = { title: 'Hallowed Circle',
flav : 'You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damaging enemies and protecting allies within its confines.',
effect : 'Creates a zone of bright light lasting until end of encounter. You and allies inside gain +1 (power) all defenses.'
}
text.Powers.Paladin.MartyrsRetribution = { title: 'Martyr\'s Retribution',
flav : 'Divine light engulfs your weapon as you sacrifice your ability to heal in order to strike down your enemy.',
attack : 'You must spend a healing surge without regaining any hit points',
miss : 'Half damage.'
}
text.Powers.Paladin.SignOfVulnerability = { title: 'Sign of Vulnerability',
flav : 'You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy.',
hit : 'Target gains vulnerability 5 to radiant damage until the end of the encounter.',
miss : 'Half damage, and the target gains no vulnerability.'
}
//Utility 6
text.Powers.Paladin.DivineBodyguard = { title: 'Divine Bodyguard',
flav : 'As your weapon connects with your enemies, so too does the magic of your god connect you to your allies.',
effect : 'You take half the ally\'s damage until end of the encounter or until you end this as a free action. No power or effect can reduce this taken damage.',
  summary : 'Share half damage for encounter'
}
text.Powers.Paladin.OneHeartOneMind = { title: 'One Heart, One Mind',
flav : 'You and your trusted allies form a telepathic bond.',
effect : 'Until end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.',
  summary : 'Telepathy, own aid other +4 for encounter'
}
text.Powers.Paladin.WrathOfTheGods = { title: 'Wrath of the Gods',
flav : 'A halo of divine light emanates from you, enabling you and nearby allies to strike down your enemies with greater determination.',
effect : 'The targets add {{chaMod}} to damage rolls until end of the encounter.',
  summary : 'Target +{{chaMod}} damage for encounter'
}
//Encounter 7
text.Powers.Paladin.BeckonFoe = { title: 'Beckon Foe',
flav : 'You pull an enemy toward you, dealing grievous wounds as he tries to rebuke you.',
hit : 'You pull the target {{wisMod}} squares'
}
text.Powers.Paladin.BenignTransposition = { title: 'Benign Transposition',
flav : 'You call upon the power of your deity to switch places with an ally and strike a foe within reach of your new position.',
effect : 'You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it.'
}
text.Powers.Paladin.DivineReverence = { title: 'Divine Reverence',
flav : 'You present yourself with such conviction that your enemies cannot help but be awestruck by the power of your faith.',
hit : 'Target is dazed until end of your next turn.'
}
text.Powers.Paladin.ThunderSmite = { title: 'Thunder Smite',
flav : 'Your weapon flashes as it strikes, and moments later, a peal of thunder slams into your foe.',
attack : 'Critical on 19-20 on marked target',
hit : 'Target is knocked prone.'
}
//Daily 9
text.Powers.Paladin.CrownOfGlory = { title: 'Crown of Glory',
flav : 'A scintillating crown of radiant energy appears above your head, then expands suddenly to cripple nearby enemies.',
effect : 'Any enemy that starts its turn adjacent to you is slowed until end of your next turn.',
sustain : '(minor) You can sustain the power\'s effect.'
}
text.Powers.Paladin.OneStandsAlone = { title: 'One Stands Alone',
flav : 'Unable to fight alongside your allies, you turn to your faith for protection and press forward undaunted.',
effect : 'Targets are weakened (save ends).',
special : 'You cannot use this power if any allies are within 5 squares of you.'
}
text.Powers.Paladin.RadiantPulse = { title: 'Radiant Pulse',
flav : 'You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back.',
hit : 'Make a secondary attack.',
hit2 : 'Push the target 3 squares.',
sustain : '(minor, if first attack hit) Repeat the secondary attack (primary target remains the same).',
miss : 'Half damage, and no secondary attack.'
}
//Utility 10
text.Powers.Paladin.CleansingSpirit = { title: 'Cleansing Spirit',
flav : 'A translucent outline briefly appears above the creature you designate. The divine spirit gestures, relieving some of the creature\'s suffering, then fades instantly away.',
effect : 'Target makes a saving throw with a +2 bonus.',
  summary : 'Save at +2'
}
text.Powers.Paladin.NobleShield = { title: 'Noble Shield',
flav : 'You quickly throw up your hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense.',
trigger : 'You are targeted by a close attack or an area attack',
effect : 'A close attack or an area attack targeting you automatically hits, but your allies take only half damage. Other effects are not altered.',
  summary : 'Allies half area damage but self always hit'
}
text.Powers.Paladin.TurnTheTide = { title: 'Turn the Tide',
flav : 'You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions.',
effect : 'Targets make saving throws against every effect that a save can end.',
  summary : 'Save each effects'
}
//
text.Powers.Paladin.RenewingSmite	= { title: 'Renewing Smite',
  hit	: 'An ally within 5 heals 10+{wisMod} damage. '
};
text.Powers.Paladin.BindingSmite 	= { title: 'Binding Smite',
  hit	: 'Target cannot gain line of effect to anyone but you until the end of your next turn. '
};



text.class_Ranger		= 'Ranger';
text.class_Ranger_flav	= '"I\'ll get the one in the back. That\'s one hobgoblin who\' ll regret ever lifting a bow."';
text.class_Ranger_desc	= 'Martial Striker ✦ Str, Dex, Wis<br>Master of bow and blade, rangers excel at hit and run assaults and can quickly and silently eliminate foes.';

text.Features.Ranger.RangerSkill = { title: 'Skill',
  desc	: 'Ranger must choice one of the mandatory skills to be trained in'
};
text.Features.Ranger.FightingStyle = { title: 'Fighting Style',
  desc	: 'Archer: Defensive Mobility<br>Two-Blade: Toughness, one handed weapon in off hand.',
  Archer  : 'Archer',
  TwoBlade  : 'Two-Blade'
};
text.Features.Ranger.ArcherFightingStyle = { title: 'Archer Fighting Style',
  desc	: 'You gain Defensive Mobility as a bonus feat.'
};
text.Features.Ranger.TwoBladeFightingStyle = { title: 'Two-Blade Fighting Style',
  desc	: 'You can wield a one-handed weapon in your off hand as if it were an off-hand weapon. In addition, you gain Toughness as a bonus feat.'
};

text.Features.Heroic.PrimeShot	= { title: 'Prime Shot',
  desc	: 'if none of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target.',
  feature	: 'A +1 ranged attack if no ally is closer to the target'
};
text.Features.Ranger.HuntersQuarry	= { title: 'Hunter\'s Quarry',
  effect	: 'Designate the nearest visible enemy as your quarry as a minor action, once per round do extra damage against it on a successful attack; remains active until quarry is defeated, encounter ends, or you switch your quarry. Heroic: +1d6; Paragon: +2d6; Epic: +3d6',
  feature : 'A Designate nearest visible enemy (minor), once per round +{{1+chr.counts.tier+"d6";}} damage'
};
// At will
text.Powers.Ranger.CarefulAttack 	= { title: 'Careful Attack',
  flav	: 'You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.',
  requirement	: '{{|You must be wielding two melee weapons or a ranged weapon.}}'
};
text.Powers.Ranger.HitAndRun 	= { title: 'Hit and Run',
  flav	: 'Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.',
  effect	: 'If you move in the same turn after the attack, leaving the first square adjacent to the target does not provoke OA from it.'
};
text.Powers.Ranger.NimbleStrike	= { title: 'Nimble Strike',
  flav	: 'You slink past your enemy\'s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.',
  special	: 'Shift 1 square before or after you attack'
};
text.Powers.Ranger.TwinStrike	= { title: 'Twin Strike',
  flav	: 'If the first attack doesn\'t kill it, the second one might.',
  requirement	: '{{|You must be wielding two melee weapons or a ranged weapon.}}'
};
// Encounter 1
text.Powers.Ranger.DireWolverineStrike	= { title: 'Dire Wolverine Strike',
  flav	: 'Enemies surround you - much to their chagrin, as you slash them  to pieces with the ferocity of a wounded dire wolverine.',
  requirement: '{{|You must be wielding two melee weapons.}}'
};
text.Powers.Ranger.EvasiveStrike	= { title: 'Evasive Strike',
  flav	: 'You confound enemies by weaving through the battlefield unscathed as you make your attacks.',
  special	: 'You can shift {{1||wisMod||}} squares either before or after the attack.'
};
text.Powers.Ranger.FoxsCunning	= { title: 'Fox\'s Cunning',
  flav	: 'Using the momentum from your enemy\'s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.',
  trigger	: 'An enemy makes a melee attack against you',
  special	: 'Gain {{wisMod||power,bonus}} to your basic attack roll.',
  hit	: 'You can shift 1 square, then make a basic attack against the enemy.'
};
text.Powers.Ranger.TwoFangedStrike	= { title: 'Two-Fanged Strike',
  flav	: 'You sink two arrows or both of your blades into the flesh of your enemy , causing it to howl in pain.',
  requirement	: '{{|You must be wielding two melee weapons or a ranged weapon.}}',
  hit	: 'If both attacks hit, you deal {{wisMod||damage}} extra damage.'
};
// Daily 1
text.Powers.Ranger.HuntersBearTrap	= { title: 'Hunter\'s Bear Trap',
  flav	: 'A well-placed shot to the leg leaves your enemy hobbled and bleeding.',
  requirement	: '{{|You must be wielding two melee weapons or a ranged weapon.}}',
  hit	: 'Target is slowed and takes ongoing 5 damage (save ends both).',
  miss	: 'Half damage, no ongoing damage, and the target is slowed until the end of your next turn.'
};
text.Powers.Ranger.JawsOfTheWolf	= { title: 'Jaws of the Wolf',
  flav	: 'You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.',
  requirement	: '{{|You must be wielding two melee weapons.}}',
  miss	: 'Half damage per attack.'
};
text.Powers.Ranger.SplitTheTree	= { title: 'Split the Tree ',
  flav	: 'You fire two arrows at once, which separate in mid-flight to strike two different targets.',
  special	: 'Make two attack rolls, use the better one for both targets. '
};
text.Powers.Ranger.SuddenStrike	= { title: 'Sudden Strike',
  flav	: 'You hold your weapons blade-down and slash your foe across the face with one of them. As he spins away and drops his guard, you roll to one side, spring to your feet, and plunge your other blade into his back.',
  requirement	: '{{|You must be wielding two melee weapons.}}',
  effect	: 'You shift 1 square and make a secondary attack against the target.',
  hit2	: 'Target is weakened until the end of your next turn.'
};
// Utility 2
text.Powers.Ranger.CrucialAdvice	= { title: 'Crucial Advice',
  flav	: 'You are wise in all things. The sooner your friends realize this, the safer and better off they\' ll be.',
  trigger	: 'An ally within range that you can see or hear makes a skill check using a skill in which you\'re trained',
  effect	: 'Grant the ally the ability to reroll the skill check, with a {{wisMod}} power bonus.',
  summary	: 'Ally reroll trained skill +Wis'
};
text.Powers.Ranger.UnbalancingParry	= { title: 'Unbalancing Parry',
  flav	: 'You deftly block your enemy\'s strike and turn his momentum against him, causing him to stumble to the side.',
  trigger	: 'An enemy misses you with a melee attack',
  effect	: 'Slide enemy to a square adjacent to you and gain CA against it until end of your next turn.',
  summary	: 'Slide and CA enemy on its miss'
};
text.Powers.Ranger.YieldGround	= { title: 'Yield Ground',
  flav	: 'Even as your foe connects, you leap backward, out of the way of further harm.',
  trigger	: 'An enemy damages you with a melee attack',
  effect	: 'Shift {{wisMod||shift}} squares. Gain +2 power bonus to all defenses until end of your next turn.',
  summary	: 'Shift Wis and +2 defenses on hurt'
};
// Encounter 3
text.Powers.Ranger.CutAndRun = { title: 'Cut and Run',
  flav : 'You attack twice while maneuvering yourself into the most advantageous position possible.',
  requirement	: '{{|You must be wielding two melee weapons or a ranged weapon.}}',
  special : 'After the first or the second attack, you can shift {{1||wisMod}} squares.'
}
text.Powers.Ranger.DisruptiveStrike = { title: 'Disruptive Strike',
  flav : 'You thwart an enemy\'s attack with a timely thrust of your blade or a quick shot from your bow.',
  trigger: 'You or an ally is attacked by a creature',
  hit : 'Target takes a {{3||wisMod}} penalty to its attack roll for the triggering attack.'
}
text.Powers.Ranger.ShadowWaspStrike = { title: 'Shadow Wasp Strike',
  flav : 'You strike quickly, like a shadow wasp flying out of the darkness, hitting where your foe is most vulnerable.'
}
text.Powers.Ranger.ThundertuskBoarStrike = { title: 'Thundertusk Boar Strike',
  flav : 'You attack twice, causing your foes to stagger backward.',
  requirement	: '{{|You must be wielding two melee weapons or a ranged weapon.}}',
  hit : 'With each hit, you push the target 1 square. If both attacks hit the same target, you push the target {{1+wisModpush}} squares.'
}
//Daily 5
text.Powers.Ranger.ExcruciatingShot = { title: 'Excruciating Shot',
flav : 'One well-placed arrow leaves your enemy hunched over and howling in pain.',
hit : 'Target is weakened (save ends).',
miss : 'Half damage, and the target is not weakened.'
}
text.Powers.Ranger.FrenziedSkirmish = { title: 'Frenzied Skirmish',
flav : 'You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.',
requirement	: '{{|You must be wielding two melee weapons.}}',
special : 'Before or after these attacks, you can move your speed without provoking opportunity attacks.',
effect : 'If hit once, target is dazed until end of your next turn. If both hits, it is dazed and slowed.'
}
text.Powers.Ranger.SplinteringShot = { title: 'Splintering Shot',
flav : 'Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound.',
hit : 'the target takes -2 to attack rolls until the end of the encounter.',
miss : 'Half damage, and the target takes a -1 penalty to attack rolls until end of the encounter.'
}
text.Powers.Ranger.TwoWolfPounce = { title: 'Two-Wolf Pounce',
flav : 'You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary.',
requirement	: '{{|You must be wielding two melee weapons.}}',
special : 'You can shift 2 squares before making this attack.',
effect : 'After attacking the primary target, you can shift 2 squares and make a secondary attack.'
}
//Utility 6
text.Powers.Ranger.EvadeAmbush = { title: 'Evade Ambush',
flav : 'You are the eyes and ears of the group, always alert for the telltale signs of an ambush.',
effect : 'At the start of a surprise round in which any allies are surprised, use this power to allow {{wisMod}} allies avoid being surprised.',
summary	: 'Save {{wisM}} ally from surprise'
}
text.Powers.Ranger.SkilledCompanion = { title: 'Skilled Companion',
flav : 'Your allies benefit from the things that you have learned.',
effect : 'An ally within 10 squares of you who attempts an untrained check in a skill you are trained gains {{wisMod}} (power) to checks with a single skill of your choice. The ally must be able to see or hear you to gain this bonus. The benefit lasts until end of encounter or for 5 minutes.',
summary	: 'Ally untrained skill +Wis for encounter if you are trained'
}
text.Powers.Ranger.WeaveThroughTheFray = { title: 'Weave through the Fray',
flav : 'You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.',
trigger : 'An enemy moves adjacent to you',
effect : 'You can shift {{wisMod||shift}} squares.',
summary	: 'Shift {{wisM}}'
}
//Encounter 7
text.Powers.Ranger.ClawsOfTheGriffon = { title: 'Claws of the Griffon',
flav : 'Your steel blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh.',
requirement	: '{{|You must be wielding two melee weapons.}}'
}
text.Powers.Ranger.HawksTalon = { title: 'Hawk\'s Talon',
flav : 'Like the hawk, you strike with calculated precision.',
attack : 'Gain {{wisMod}} to this attack. Ignore any penalties from cover or concealment (but not superior cover or total concealment).'
}
text.Powers.Ranger.SpikesOfTheManticore = { title: 'Spikes of the Manticore',
flav : 'You unleash two arrows in rapid succession.'
}
text.Powers.Ranger.SweepingWhirlwind = { title: 'Sweeping Whirlwind',
flav : 'You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps.',
requirement	: '{{|You must be wielding two melee weapons.}}',
hit : 'You push the target {{wisMod||push}} squares and it is knocked prone.'
}
//Daily 9
text.Powers.Ranger.AttacksOnTheRun = { title: 'Attacks on the Run',
flav : 'Without breaking stride, you make two attacks against a single foe or two different targets.',
attack : 'You can move your speed. At any point during your move you can make two attacks',
miss : 'Half damage per attack.'
}
text.Powers.Ranger.CloseQuartersShot = { title: 'Close Quarters Shot',
flav : 'Though menaced by fangs and claws, you calmly unload an arrow into the creature’s gaping maw—mere inches from your outstretched arm.',
attack : 'This attack does not provoke OA.',
miss : 'Half Damage.'
}
text.Powers.Ranger.SprayOfArrows = { title: 'Spray of Arrows',
flav : 'You fire repeatedly with a short draw, showering arrows at each enemy in front of you.',
requirement	: '{{|You must be wielding a ranged weapon.}}',
miss : 'Half damage'
}
text.Powers.Ranger.SwirlingLeavesOfSteel = { title: 'Swirling Leaves of Steel',
flav : 'You spin around with blades outstretched, using momentum and skill to slice through enemy defenses.',
requirement	: '{{|You must be wielding two melee weapons.}}',
miss : 'Half damage'
}
//Utility 10
text.Powers.Ranger.ExpeditiousStride = { title: 'Expeditious Stride',
flav : 'Like a gazelle, you startle allies and enemies alike with your sudden swiftness.',
effect : 'Until end of your next turn, your speed +4, and you can shift 1 more square when you shift.',
summary	: 'Speed +4 shift +1 for 2 turns'
}
text.Powers.Ranger.OpenTheRange = { title: 'Open the Range',
flav : 'You keep your distance from an approaching adversary, backpedaling easily away from him.',
trigger : 'An enemy moves adjacent to you',
effect : 'You can shift 1 square and then move {{1||wisM}} squares. You can\'t end move adjacent to triggering enemy.',
summary	: 'Shift 1 + move Wis'
}
text.Powers.Ranger.UndauntedStride = { title: 'Undaunted Stride',
flav : 'You expertly navigate through difficult terrain.',
effect : 'Your movement is not hindered by difficult terrain.',
summary	: 'Ignore difficult terrain'
}




text.class_Rogue		= 'Rogue';
text.class_Rogue_flav	= '"You look surprised to see me. If you\'d been paying attention, you might still be alive."';
text.class_Rogue_desc	= 'Martial Striker ✦ Dex, Str, Cha<br>Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.';

text.Features.Rogue.FirstStrike	= { title: 'First Strike',
  desc	: 'At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. ',
  feature	: 'A CA on creatures not yet acted in an encounter'
};
text.Features.Rogue.RogueWeaponTalent	= { title: 'Rogue Weapon Talent',
  desc	: 'When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.'
};
text.Features.Rogue.SneakAttack	= { title: 'Sneak Attack',
  desc	: 'Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attack against that enemy deal extra damage.<br>Heroic: +2d6, Paragon: +3d6, Epic: +5d6.',
  feature	: 'A Once per round, if have CA then +{{["2d6","3d6","5d6"][chr.counts.tier];}} damage'
};
text.Features.Rogue.RogueTactics	= { title: 'Rogue Tactics',
  desc	: 'Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.'
    + '<br><b>Artful Dodger</b>: {{chaMod}} bonus to AC vs OA.'
    + '<br><b>Brutal Scoundrel</b>:  {{strMod}} bonus to Sneak Attack damage.',
  Artful	: 'Artful',
  Brutal	: 'Brutal'
};
text.Features.Rogue.ArtfulDodger	= { title: 'Artful Dodger',
  desc	: 'You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.',
  feature	: 'D {{chaM||bonus}} to AC vs OA'
};
text.Features.Rogue.BrutalScoundrel	= { title: 'Brutal Scoundrel',
  desc	: 'You gain a bonus to Sneak Attack damage equal to your Strength modifier.',
  feature	: 'A +Str bonus to Sneak Attack damage',
  find	: '+5d6.',
  replace	: '+5d6.  You also add your Strength modifier to your Sneak Attack damage.'
};
// At-Will
text.Powers.Rogue.DeftStrike	= { title: 'Deft Strike',
  flav	: 'A final lunge brings you into an advantageous position.',
  requirement	: 'Crossbow, Light blade, or Sling.',
  special	: 'You can move 2 squares before the attack.'
};
text.Powers.Rogue.PiercingStrike	= { title: 'Piercing Strike',
  flav	: 'A needle-sharp point slips past armor and into tender flesh.',
  requirement	: 'Light blade.'
};
text.Powers.Rogue.RiposteStrike	= { title: 'Riposte Strike',
  flav	: 'With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.',
  hit : 'If the target attacks you before start of your next turn, you can attack with Str vs AC at 1W+Str as an interrupt',
  requirement	: 'Light blade.'
};
text.Powers.Rogue.SlyFlourish	= { title: 'Sly Flourish',
  flav	: 'A distracting flourish causes the enemy to forget the blade at his throat. ',
  requirement	: 'Crossbow, Light blade, or Sling.'
};
// Encounter 1
text.Powers.Rogue.DazingStrike	= { title: 'Dazing Strike',
  flav	: 'An expert strike catches your foe by surprise and leaves him reeling from the pain.',
  requirement	: 'Light blade.',
  hit	: 'Target is dazed until the end of your next turn..'
};
text.Powers.Rogue.KingsCastle	= { title: 'King\'s Castle',
  flav	: 'It\'s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth.',
  requirement	: 'Crossbow, Light blade, or Sling.',
  effect	: 'Switch places with a willing adjacent ally.'
};
text.Powers.Rogue.PositioningStrike	= { title: 'Positioning Strike',
  flav	: 'A false stumble and a shove place the enemy exactly where you want him.',
  requirement	: 'Light blade.',
  hit	: 'You slide the target 1 square.',
  if_Rogue_ArtfulDodger : 'You slide the target {{chaM|a number of}} squares {{|equal to your Charisma modifier}}.'
};
text.Powers.Rogue.TorturousStrike	= { title: 'Torturous Strike',
  flav	: 'If you twist the blade in the wound just so, you can make your enemy howl in pain.',
  requirement	: 'Light blade.',
  if_Rogue_BrutalScoundrel : '{{|You gain a bonus to the damage roll equal to your Strength modifier.}}'
};
// Daily 1
text.Powers.Rogue.BlindingBarrage	= { title: 'Blinding Barrage',
  flav	: 'A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.',
  requirement	: 'Crossbow, Light blade, or Sling.',
  hit	: 'Target is blinded until end of your next turn.',
  miss	: 'Half damage, and target is not blinded.'
};
text.Powers.Rogue.EasyTarget	= { title: 'Easy Target',
  flav	: 'You deal a staggering blow to your enemy, setting it up for future attacks.',
  requirement	: 'Crossbow, Light blade, or Sling.',
  hit	: 'Target is slowed and grants CA to you (save ends both).',
  miss	: 'Half damage, and target grants CA to you until end of your next turn.'
};
text.Powers.Rogue.TrickStrike	= { title: 'Trick Strike',
  flav	: 'Through a series of feints and lures, you maneuver your foe right where you want him.',
  requirement	: 'Crossbow, Light blade, or Sling.',
  hit	: 'You can slide the target 1 square.',
  effect	: 'Until end of encounter, each time you hit the target you slide it 1 square.'
};
// Utility 2
text.Powers.Rogue.FleetingGhost	= { title: 'Fleeting Ghost',
  flav	: 'You are stealthy and fleet of foot at the same time.',
  prerequisite: 'Trained in Stealth.',
  effect	: 'You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.',
  feature : 'Stealth on the move without penalty',
  summary : 'Moving stealth no penalty'
};
text.Powers.Rogue.GreatLeap	= { title: 'Great Leap',
  flav	: 'You leap a great distance without a running start.',
  prerequisite: 'Trained in Athletics.',
  effect	: 'Make a high jump or a long jump. Determine the DC as if you had a running start. The jump distance can exceed your speed.',
  feature : 'Jump as if with running start, can jump over your speed',
  summary : 'Always running jump &amp; no distance cap'
};
text.Powers.Rogue.MasterOfDeceit	= { title: 'Master of Deceit',
  flav	: 'The line between truth and deception is thin, and you cross it with ease.',
  trigger: 'You roll a Bluff check and dislike the result',
  prerequisite: 'Trained in Bluff.',
  effect	: 'Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.',
  summary : 'Reroll bluff'
};
text.Powers.Rogue.QuickFingers	= { title: 'Quick Fingers',
  flav	: 'You can pilfer a coin pouch in the blink of an eye.',
  prerequisite: 'Trained in Thievery.',
  effect	: 'Make a Thievery check as part of this action, even if the check is normally a standard action.',
  summary : 'Do thievery'
};
text.Powers.Rogue.Tumble	= { title: 'Tumble',
  flav	: 'You tumble out of harm\'s way dodging the opportunistic attacks of your enemies.',
  prerequisite: 'Trained in Acrobatics.',
  effect	: 'You can shift {{Math.floor(chr.stats.speed.getValue(chr.stats.speed)/2);|a number of}} squares {{|equal to half your speed.}}.',
  summary : 'Shift speed/2 squares'
};
// Encounter 3
text.Powers.Rogue.BaitAndSwitch = { title: 'Bait and Switch',
  flav : 'You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.',
  hit : 'In addition, you switch places with the target and can then shift {{1}} square.',
  if_Rogue_ArtfulDodger : '{{|You can shift chaMod squares.}}'
}
text.Powers.Rogue.SetupStrike = { title: 'Setup Strike',
  flav : 'You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.',
  hit : 'Target grants combat advantage to you until end of your next turn.'
}
text.Powers.Rogue.ToppleOver = { title: 'Topple Over',
  flav : 'Balance and momentum are your allies as you lunge forward, strike deftly , and knock your opponent to the ground.',
  hit : 'Target is knocked prone.',
  if_Rogue_BrutalScoundrel : '{{|You gain strMod bonus to the attack roll.}}'
}
text.Powers.Rogue.TrickstersBlade = { title: 'Trickster\'s Blade',
  flav : 'You land an expert blow and follow up with a clever series of feints that bewilder your enemies.',
  hit : 'Add {{chaMod}} to your AC until start of your next turn.'
}
//Daily 5
text.Powers.Rogue.CleverRiposte = { title: 'Clever Riposte',
flav : 'You follow up a fierce attack with a series of quick, painful strikes woven between your enemy\'s attacks.',
effect : ' Until end of encounter, target takes {{dexM||weapon,damage}} each time it attacks you, and you can shift as an immediate reaction after such an attack.'
}

text.Powers.Rogue.DeepCut = { title: 'Deep Cut',
flav : 'Each drop of blood is another nail in your enemy\'s coffin.',
hit : '{{5||strM||weapon,damage,ongoing}} ongoing damage (save ends).',
miss : 'Half damage, and no ongoing damage.'
}
text.Powers.Rogue.WalkingWounded = { title: 'Walking Wounded',
flav : 'You topple your enemy with a crippling blow and force him to stumble around the battlefield.',
hit : 'Target is knocked prone. Until end of encounter, if the target moves more than half speed in a single action, it falls prone at the end of its movement.',
miss : 'Half damage, and the target is not knocked prone.'
}
//Utility 6
text.Powers.Rogue.Chameleon = { title: 'Chameleon',
flav : 'You blend into your surroundings.',
trigger : 'You are hidden and lose cover or concealment against an opponent',
effect : 'Make a Stealth check. Until end of your next turn, you remain hidden if a creature with clear LOS does not beat your Stealth check. At end of your turn you still need cover or concealment to remains hidden.',
summary : 'Keep hidden when moving in the clear'
}
text.Powers.Rogue.IgnobleEscape = { title: 'Ignoble Escape',
flav : 'With nimble ease, you sidestep one perilous situation after another.',
prerequisite : 'You must be trained in Acrobatics.',
effect : 'If you are marked, end that condition. You can shift up to your speed.',
  summary : 'End self mark and shifts at speed'
}
text.Powers.Rogue.MobMentality = { title: 'Mob Mentality',
flav : 'When it comes to lying, cajoling, or persuading others, your allies follow your lead.',
prerequisite : 'You must be trained in Intimidate.',
effect : 'Targets gain +2 (power) to Charisma-based skill and ability checks until the end of your next turn.',
  summary : '+2 Cha skills & checks 2 turns'
}
text.Powers.Rogue.NimbleClimb = { title: 'Nimble Climb',
flav : 'You climb surfaces with astounding ease.',
prerequisite : 'You must be trained in Athletics.',
effect : 'Make a climb check to climb a surface. You can move up to full speed for this climb.',
  summary : 'Climb at full speed'
}
text.Powers.Rogue.SlipperyMind = { title: 'Slippery Mind',
flav : 'You cloud your mind with vague thoughts that shield you against a sudden mental attack.',
trigger : 'You are hit by an attack against your Will defense',
prerequisite : 'You must be trained in Bluff.',
effect : 'Gain +2 (power) Will against triggering attack.',
  summary : '+2 Will vs an attack'
}
//Encounter 7
text.Powers.Rogue.CloudOfSteel = { title: 'Cloud of Steel',
flav : 'You shower your enemies in sharp metal.'
}
text.Powers.Rogue.ImperilingStrike = { title: 'Imperiling Strike',
flav : 'You deal a staggering blow, opening a hole in your enemy\'s defenses.',
hit : 'The target takes -{{1}} AC and Reflex defense until the end of your next turn.',
if_Rogue_BrutalScoundrel : '{{|The penalty to AC and Reflex defense is equal to your Strength modifier.}}'
}
text.Powers.Rogue.RoguesLuck = { title: 'Rogue\'s Luck',
flav : 'A gifted rogue can turn failure into fortune.',
miss : 'Make a secondary attack against the target.',
if_Rogue_ArtfulDodger : '{{|Gain a bonus to the attack roll for the secondary attack equal to your Charisma modifier.}}'
}
text.Powers.Rogue.SandInTheEyes = { title: 'Sand in the Eyes',
flav : 'You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in his face to blind him.',
hit : 'Target is blinded until the end of your next turn.'
}
//Daily 9
text.Powers.Rogue.CrimsonEdge = { title: 'Crimson Edge',
flav : 'You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.',
hit : 'Target takes {{5||strMod||damage,ongoing}} and grants CA to you (save ends both).',
miss : 'Half damage, and no ongoing damage.'
}
text.Powers.Rogue.DeadlyPositioning = { title: 'Deadly Positioning',
flav : 'You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.',
attack : ', after you slide the target to any other square adjacent to you.',
effect : 'Until end of encounter, as long as you are adjacent to the target, you slide it 1 square before melee attacking it.'
}
text.Powers.Rogue.Knockout = { title: 'Knockout',
flav : 'A well-placed blow takes your foe out of the fight.',
hit : 'The target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious.',
miss : 'Half damage, and the target is dazed until the end of your next turn.'
}
//Utility 10
text.Powers.Rogue.CertainFreedom = { title: 'Certain Freedom',
flav : 'You are as slippery as an eel.',
prerequisite : 'You must be trained in Acrobatics.',
effect : 'You automatically succeed on an Acrobatics check to escape from a grab or to escape from restraints.',
summary	: 'Auto acrobatic escape'
}
text.Powers.Rogue.CloseQuarters = { title: 'Close Quarters',
flav : 'You take cover beneath a much larger creature, making it harder for the creature to hit you.',
prerequisite : 'You must be trained in Acrobatics.',
effect : 'Move into the space of an adjacent creature larger than you and at least Large in size. (It gets its usual opportunity attack against you as you leave an adjacent square.) You gain combat advantage against the creature, and it takes -4 to attack rolls against you. When the creature moves, you move along with it, staying in the same portion of the creature\'s space. The creature can make a Strength or Dexterity vs. Reflex attack (as a standard action with no penalty) to slide you into an adjacent square and end this effect.',
special : 'Allies of the target creature can attack you without penalty.',
summary	: 'Move into large enemy gaining CA'
}
text.Powers.Rogue.DangerousTheft = { title: 'Dangerous Theft',
flav : 'You snatch an item from an enemy during combat.',
prerequisite : 'You must be trained in Thievery.',
effect : 'On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat.',
summary	: 'Pick pocket in combat at no penalty'
}
text.Powers.Rogue.ShadowStride = { title: 'Shadow Stride',
flav : 'You silently step from shadow to shadow, slipping past your foes unseen and unheard.',
prerequisite : 'You must be trained in Stealth.',
effect : 'You must be hiding. You can move your speed. At end of move, if you have cover, you can Stealth with no penalty for moving. If you make it, you stay hidden during your movement.',
summary	: 'Stealth move in open'
}



text.class_Warlock		= 'Warlock';
text.class_Warlock_flav	= '"The darkness holds no terror for me, demon! I curse you now under the Sign of Ill Omen!"';
text.class_Warlock_desc	= 'Arcane Striker ✦ Cha, Con, Int<br>Warlocks commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses.';

text.Features.Warlock.WarlockPact	= { title: 'Warlock Pact',
  desc	: 'You have to make a pact with a power.',
  Fey : 'Fey',
  Infernal  : 'Infernal',
  Star  : 'Star'
};
text.Features.Warlock.FeyPact	= { title: 'Fey Pact' };
text.Features.Warlock.InfernalPact	= { title: 'Infernal Pact' };
text.Features.Warlock.StarPact	= { title: 'Star Pact' };
text.Features.Warlock.ShadowWalk	= { title: 'Shadow Walk',
  desc	: 'move 3+ squares away on your turn, gain concealment until the end of your next turn.'
};
text.Features.Warlock.MistyStep	= { title: 'Misty Step',
  desc	: 'When an enemy under your Warlock\'s Curse is reduced to 0 hit points or fewer, you can immediately teleport {{3||teleport}} squares as a free action.',
  feature : 'M When cursed enemy drops, freely teleport {{3||teleport}}.'
};
text.Features.Warlock.DarkOnesBlessing	= { title: 'Dark One\'s Blessing',
  desc	: 'When an enemy under your Warlock\'s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level.',
  feature : 'C When cursed enemy drops, gain {{chr.lv;|}} temp hp {{|equal to your level}}.'
};
text.Features.Warlock.FateOfTheVoid	= { title: 'Fate of The Void',
  desc	: 'When an enemy under your Warlock\'s Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn. This bonus is cumulative',
  feature : 'C When cursed enemy drops, gain cumulative +1 on a d20 next turn.'
};
// At will
text.Powers.Warlock.WarlocksCurse	= { title: 'Warlock\'s Curse',
  effect	: 'Place a curse on the nearest visible enemy, do extra +1d6 damage to it on a successful attack; lasts until end of encounter or enemy is defeated.',
  special	: 'You can curst many times on multiple targets but only once per turn.  Cursed creature can\'t get another curse.'
};
text.Powers.Warlock.EldritchBlast	= { title: 'Eldritch Blast',
  flav	: 'You fire a bolt of dark, crackling eldritch energy at your foe.',
  special	: 'This power counts as a ranged basic attack.'
};
text.Powers.Warlock.DireRadiance	= { title: 'Dire Radiance',
  flav	: 'You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.',
  hit	: ' If the target moves nearer to you on its next turn, deals an extra {{1+chr.counts.epic+"d6";||conM||idr}}.'
};
text.Powers.Warlock.EyeBite	= { title: 'Eye bite',
  flav	: 'You glare at your enemy, and your eyes briefly gleam with brilliant colors.  Your foe reels under your mental assault, and you vanish from his sight.',
  hit	: 'You are invisible to the target until the start of your next turn.'
};
text.Powers.Warlock.HellishRebuke	= { title: 'Hellish Rebuke',
  flav	: 'You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.',
  hit	: 'If you take damage before end of your next turn, target takes an extra {{1+chr.counts.epic+"d6";||conM||idr,fire}}.'
};
// Encounter 1
text.Powers.Warlock.DiabolicGrasp	= { title: 'Diabolic Grasp',
  flav	: 'You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissipating again.',
  hit	: 'You slide the target 2 squares.',
  if_Warlock_InfernalPact : 'Slide the target a number of squares equal to {{1||intMod||slide}}.'
};
text.Powers.Warlock.DreadfulWord	= { title: 'Dreadful Word',
  flav	: 'You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in terror.',
  hit	: 'Target takes a –1 penalty to Will defense until the end of your next turn.',
  if_Warlock_StarPact : '{{|Penalty to Will defense equal to 1 + Intelligence modifier.}}'
};
text.Powers.Warlock.VampiricEmbrace	= { title: 'Vampiric Embrace',
  flav	: 'A ribbon of twisting darkness streams from your hand to your target\'s heart, feeding on his vital force as you grow stronger.',
  hit	: 'You gain {{5||temphp}} temporary hp.',
  if_Warlock_InfernalPact : '{{|You gain temporary hp equal to 5 + your Intelligence modifier.}}'
};
text.Powers.Warlock.Witchfire	= { title: 'Witchfire',
  flav	: 'From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy\'s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts.',
  hit	: 'Target takes a -{{chaMod}} penalty to attack rolls until the end of your next turn. ',
  if_Warlock_FeyPact : '{{|Penalty to attack rolls is equal to 2 + your Intelligence modifier}}'
};
// Daily 1
text.Powers.Warlock.ArmorOfAgathys	= { title: 'Armor of Agathys',
  flav	: 'You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold.',
  hit	: 'You gain {{10||intMod||temphp}} temporary hp. Until end of the encounter, an enemy that starts its turn adjacent to you takes {{1d6||conMod||idr,cold}}.'
};
text.Powers.Warlock.CurseOfTheDarkDream	= { title: 'Curse of the Dark Dream',
  flav	: 'You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents.',
  hit	: 'You slide the target 3 squares. ',
  sustain	: '(minor) You slide the target 1 square, whether you hit or miss (save ends)'
};
text.Powers.Warlock.DreadStar	= { title: 'Dread Star',
  flav	: 'You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands.',
  hit	: 'Target is immobilized until the end of your next turn.',
  effect  : 'Target takes a –2 penalty to Will defense (save ends).'
};
text.Powers.Warlock.FlamesOfPhlegethos	= { title: 'Flames of Phlegethos',
  flav	: 'Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long after the streams of magic fire fade away.',
  effect  : 'Target takes ongoing 5 fire damage (save ends).'
};
// Utility 2
text.Powers.Warlock.BeguilingTongue	= { title: 'Beguiling Tongue',
  flav	: 'You channel the grace and glibness of your fey patrons for a time. Your voice gains great power and eloquence.',
  effect  : 'Gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check in this encounter.',
  summary : '+5 Bluff / Diplomacy / Intimidate'
};
text.Powers.Warlock.EtherealStride	= { title: 'Ethereal Stride',
  flav	: 'You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time.',
  effect  : 'Teleport 3, and gain +2 power bonus to all defenses until end of your next turn.',
  summary : 'Teleport 3 &amp; +2 defenses'
};
text.Powers.Warlock.FiendishResilience	= { title: 'Fiendish Resilience',
  flav	: 'You call upon your patron entities to protect you with their fell power. Your flesh is infused with mystic strength, lessening the effect of enemy blows.',
  effect  : 'You gain {{5||conMod||temphp}} temporary hp.',
  summary : '{{5||conM||temphp}} temp hp'
};
text.Powers.Warlock.ShadowVeil	= { title: 'Shadow Veil',
  flav	: 'You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear.',
  effect  : 'Gain a +5 power bonus to Stealth checks until end of your next turn.',
  summary : 'Temporary +5 Stealth'
};
// Encounter 3
text.Powers.Warlock.EldritchRain = { title: 'Eldritch Rain',
  flav : 'You fire purple rays of eldritch power at your foes.',
  if_Warlock_FeyPact : '{{|Intelligence modifier bonus to damage roll.}}'
}
text.Powers.Warlock.FieryBolt = { title: 'Fiery Bolt',
  flav : 'You call up a bolt of golden flame and hurl it at your foe. Anyone standing close to him is burned as well.',
  hit : 'Creatures adjacent to the target take {{1d6||conMod||idr,fire}}.',
  if_Warlock_InfernalPact : '{{|Creatures adjacent to the target take extra fire damage equal to your Intelligence modifier.}}'
}
text.Powers.Warlock.FrigidDarkness = { title: 'Frigid Darkness',
  flav : 'You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unable to see well enough to defend himself while the shadows cling to him.',
  hit : 'Target grants combat advantage to all of your enemies until the end of your next turn.',
  if_Warlock_StarPact : ' The target takes {{intMod}} penalty to AC.'
}
text.Powers.Warlock.OtherwindStride = { title: 'Otherwind Stride',
  flav : 'You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.',
  hit : 'Target is immobilized until the end of your next turn.',
  effect : 'You teleport {{5||teleport}} squares.',
  if_Warlock_FeyPact : '{{|You teleport 5+intMod squares.}}'
}
//Daily 5
text.Powers.Warlock.AvernianEruption = { title: 'Avernian Eruption',
flav : 'Acrid orange fumes hiss up from beneath the ground, and then suddenly ignite in a thundering detonation. Any creature in the area is burned by the searing flames.',
effect : 'The targets take ongoing 5 fire damage (save ends).'
}
text.Powers.Warlock.CrownOfMadness = { title: 'Crown of Madness',
flav : 'You cause an illusory, twisted crown to appear around the target\'s head. Under its psychic assault, your enemy loses the ability to distinguish friend from foe.',
miss : 'Half damage',
sustain : '(minor) The target melee basic attack one of its adjacent allies of your choice (save ends)'
}
text.Powers.Warlock.CurseOfTheBloodyFangs = { title: 'Curse of the Bloody Fangs',
flav : 'You call up a pack of ferocious, phantasmal beasts from the darkest and most savage depths of the Feywild. Only their slavering fangs appear in this world, snapping and rending in a mad frenzy at the foe you have cursed.',
miss : 'Half damage',
sustain : '(minor) The target and any of your enemies adjacent to it take {{1d10||idr}} (save ends).'
}
text.Powers.Warlock.HungerOfHadar = { title: 'Hunger of Hadar',
flav : 'You create a zone of complete, impermeable darkness filled with flying, fluttering, fanged shadows. The shadows rend at the very life force of creatures caught within.',
effect : 'Creates a zone of darkness until end of your next turn, blocking line of sight. Creatures entering it or starting turns inside take {{2d10||idr,necrotic}}.',
sustain : '(minor) Make a secondary attack.'
}
//Utility 6
text.Powers.Warlock.DarkOnesOwnLuck = { title: 'Dark One\'s Own Luck',
flav : 'Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written.',
trigger : 'You make a roll you dislike',
effect : 'Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.',
  summary : "Reroll non-damage use higher"
}
text.Powers.Warlock.FeySwitch = { title: 'Fey Switch',
flav : 'You step through the veils of the Feywild to the place where an ally stands and return to the world in that spot. Your ally is instantly whisked back to the place you started from.',
effect : 'You and your ally trade spaces.',
  summary : "Swap with ally"
}
text.Powers.Warlock.ShroudOfBlackSteel = { title: 'Shroud of Black Steel',
flav : 'Invoking the power of your dark patrons, you transform your skin into living steel, blackened and hard yet still supple enough to move. Your quickness suffers a bit, but you are much tougher and more resilient.',
effect : 'You gain +2 (power) AC and Fortitude but -2 speed until end of the encounter. Endable as a minor action.',
  summary : "+2 AC &amp; Fort, -2 speed"
}
text.Powers.Warlock.SpiderClimb = { title: 'Spider Climb',
flav : 'You bestow on yourself the ability to cling to almost any surface and climb as easily as an insect.',
effect : 'On this move action, you move with a climb speed equal to your speed.',
  summary : "Climb at full speed"
}
//Encounter 7
text.Powers.Warlock.HowlOfDoom = { title: 'Howl of Doom',
flav : 'You unleash a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright.',
hit : 'Push the target {{2}} squares.',
if_Warlock_InfernalPact : '{{|You push the target a number of squares equal to 1 + your Intelligence modifier.}}'
}
text.Powers.Warlock.InfernalMoonCurse = { title: 'Infernal Moon Curse',
flav : 'The shimmer of pale, ghostly silver envelops your foe and lifts him up into the air . Its sinister radiance seeps into his body, a strange and deadly poison.',
hit : 'The target is held immobilized 5 feet off the ground until the end of your next turn.',
if_Warlock_InfernalPact : '{{|You gain a bonus to the damage roll equal to your Intelligence modifier.}}'
}
text.Powers.Warlock.MireTheMind = { title: 'Mire the Mind',
flav : 'You assail your foe\'s mind with unreal images until he can see nothing else.',
hit : 'You and all allies in range are invisible to the target until end of your next turn{{chr.features.FeyPact?("; your also gain "+chargen.System.modifier(chr.intM)+" Stealth until end of encounter"):"";}}.',
if_Warlock_FeyPact : '{{|You gain a power bonus to Stealth checks equal to your Intelligence modifier until end of encounter.}}'
}
text.Powers.Warlock.SignOfIllOmen = { title: 'Sign of Ill Omen',
flav : 'You sketch a glowing rune in the air with your fingertip, invoking misfortune upon your enemy. Lines of eldritch power slash across his body as you draw your sign, and fate itself turns against him for a short time.',
hit : 'The target must roll twice for its next attack{{chr.features.StarPact?(" at "+chargen.System.modifier(-chr.intM)):"";}} and use the lower of the two rolls.',
if_Warlock_StarPact : '{{|When the target rolls twice, it takes a penalty to both rolls equal to your Intelligence modifier.}}'
}
//Daily 9
text.Powers.Warlock.CurseOfTheBlackFrost = { title: 'Curse of the Black Frost',
flav : 'You create a fence of sharp frost-needles around your foe. They slowly freeze him, and if he moves or touches them, they grow longer and sharper.',
effect : 'If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, no more sustain.',
sustain : '(minor) Ttarget takes 2d8 cold damage.'
}
text.Powers.Warlock.IronSpikeOfDis = { title: 'Iron Spike of Dis',
flav : 'You call up a spear of red iron from the infernal regions and hurl it at your foe. Transfixing clothing, armor, flesh, or skin, it nails him to the spot where he stands.',
hit : 'Target is immobilized (save ends).',
miss : 'Half damage, and the target is not immobilized.'
}
text.Powers.Warlock.SummonsOfKhirad = { title: 'Summons of Khirad',
flav : 'A pale blue flame springs up from your brow as you invoke Khirad, a star of dire portent. Your enemy\'s mind burns with Khirad\'s flame, and you teleport him where you wish.',
hit : 'You teleport the target to an unoccupied square within 3 squares of you.',
sustain : '(minor) Attack the target. On hit, you teleport the target to an unoccupied square within 3 squares of you. On a miss, the effect ends.'
}
text.Powers.Warlock.ThiefOfFiveFates = { title: 'Thief of Five Fates',
flav : 'You bind your target\'s fortunes to five ill-omened stars. Under their dire influence, all sorts of mischance and bad luck befall your enemy.',
hit : 'Until end of your next turn, whenever the target make a saving throw or attack roll, you roll a d20. If higher than the target\'s unmodified roll, the target\'s attempt fails.',
sustain : '(minor) Attack the target. On a hit, the effect continues. On a miss, the effect ends.'
}
//Utility 10
text.Powers.Warlock.AmbassadorImp = { title: 'Ambassador Imp',
flav : 'You conjure forth an implike presence from the netherworld and give it a message to deliver to a far-off creature.',
effect : 'You whisper a message, and an implike presence appears next to the targed to delivers it. The imp appears adjacent to you at end of your next turn to relay any reply, report no reply, or report target out of range. The imp then disappears.',
range : '100 miles',
summary	: 'An imp relay your message and reply'
}
text.Powers.Warlock.ShadowForm = { title: 'Shadow Form',
flav : 'You fly apart into a swarm of batlike shadows.',
effect : 'Assume a shadowy form until end of the encounter or for 5 minutes. You are insubstantial, gain fly 6, and can\'t take standard actions. Reverting is a minor action.',
summary	: 'Insubstantial &amp; fly 6 (D)'
}
text.Powers.Warlock.ShieldingShades = { title: 'Shielding Shades',
flav : 'You call up a swirling shield of darkness from some far domain, interposing it between yourself and dire peril.',
trigger : 'You are hit by an attack',
effect : 'Reduce the attack\'s damage to 0. Other targets are not affected.',
summary	: 'No damage from one attace'
}
text.Powers.Warlock.WarlocksLeap = { title: 'Warlock\'s Leap',
flav : 'You leap through the mystic veil into the Feywild. An instant later, you return a short distance away and alight without travel-ing through the intervening air.',
effect : 'Teleport {{6||teleport}} squares. No line of sight is needed, but if the space is occupied, you don\'t move.',
summary	: 'Blind teleport {{6||teleport}}'
}






text.class_Warlord		= 'Warlord';
text.class_Warlord_flav	= '"Onward to victory! They cannot stand before us!"';
text.class_Warlord_desc	= 'Martial Leader ✦ Str, Int, Cha<br>Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand.';

text.Features.Warlord.CombatLeader	= { title: 'Combat Leader',
  desc	: 'You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.'
};
text.Features.Warlord.CommandingPresence	= { title: 'Commanding Presence',
  Inspiring	: 'Inspiring',
  Tactical	: 'Tactical'
};
text.Features.Warlord.InspiringPresence	= { title: 'Inspiring Presence',
  desc	: 'When an ally who can see you spends AP to take an extra action, that ally also regains {{chr.counts.halfLv;||chaMod||heal}} hp.',
  feature	: 'D Ally AP to act gains {{chr.counts.halfLv;||chaMod||heal}} hp'
};
text.Features.Warlord.TacticalPresence	= { title: 'Tactical Presence',
  desc	: 'When an ally you can see spends an AP to make an extra attack, the ally gains {{Math.floor(chr.intM/2);|one-half your Intelligence modifier}} to the attack roll.',
  feature	: 'A Ally AP extra attack gains {{Math.floor(chr.intM/2);}} to attack'
};
text.Powers.Warlord.InspiringWord	= { title: 'Inspiring Word',
  flav	: 'You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.',
  effect	: 'Target can spend a healing surge and regain an additional {{chr.counts.halfTier6+1+"d6";||heal,roll}} hp.',
  special	: 'Can be used {{2+chr.counts.halfTier16;}} times per encounter, but only once per round.'
};
// At will
text.Powers.Warlord.CommandersStrike	= { title: 'Commander\'s Strike',
  flav	: 'With a shout, you command an ally to attack',
  attack	: 'Choice an ally to make a melee basic attack against the target',
  hit	: 'Ally\'s basic attack damage +{{intMod|your Intelligence modifier.}}'
};
text.Powers.Warlord.FuriousSmash	= { title: 'Furious Smash',
  flav	: 'You slam your shield into your enemy, bash him with your weapon\'s haft, or drive your shoulder into his gut. Your attack doesn\'t do much damage—but your anger inspires your ally to match your ferocity.',
  hit	: 'choose one ally adjacent to you or to target. This ally applies {{|your}} {{chaMod||power,bonus}} to attack and damage rolls on next attack against the target in his or her next turn.'
};
text.Powers.Warlord.VipersStrike	= { title: 'Viper\'s Strike',
  flav	: 'You trick your adversary into making a tactical error that gives your comrade a chance to strike.',
  effect	: 'If target shifts before start of your next turn, it provokes an OA from an ally of your choice.'
};
text.Powers.Warlord.WolfPackTactics 	= { title: 'Wolf Pack Tactics ',
  flav	: 'Step by step, you and your friends surround the enemy',
  special	: 'Before you attack, you let one ally adjacent to you or to target shifts 1 square.'
};
// Encounter 1
text.Powers.Warlord.GuardingAttack	= { title: 'Guarding Attack',
  flav	: 'With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain\'s attacks.',
  hit	: 'Until end of your next turn, one ally adjacent to you or to target gains {{2||power, bonus}} on AC against the target.',
  if_Warlord_InspiringPresence	: '{{|The power bonus to AC equals 1 + your Charisma modifier.}}'
};
text.Powers.Warlord.HammerAndAnvil	= { title: 'Hammer and Anvil',
  flav	: 'You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of his own.',
  hit	: 'One ally adjacent to target makes a melee basic attack against it, adding {{|your}} {{chaMod}} to {{|the}} damage.'
};
text.Powers.Warlord.LeafOnTheWind	= { title: 'Leaf on the Wind',
  flav	: 'Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.',
  hit	: 'You or an ally adjacent to the target swaps places with the target.'
};
text.Powers.Warlord.WarlordsFavor	= { title: 'Warlord\'s Favor',
  flav	: 'With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.',
  hit	: 'One ally in 5 squares of you gains {{2||power,bonus}} to attacks against the target until end of your next turn.',
  if_Warlord_TacticalPresence	: '{{|The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.}}'
};
// Daily 1
text.Powers.Warlord.BastionOfDefense 	= { title: 'Bastion of Defense',
  flav	: 'Honorable warriors never fall!',
  hit	: 'Allies in 5 squares of you gain +1 (power) all defenses until end of encounter. ',
  effect	: 'Allies within 5 squares of you gain {{5||chaMod||temphp}} temporary hp.'
};
text.Powers.Warlord.LeadTheAttack	= { title: 'Lead the Attack',
  flav	: 'Under your direction, arrows hit their marks and blades drive home.',
  hit	: 'Until end of encounter, you and each ally in 5 squares of you gain {{1||intMod}} to attack vs target. ',
  miss	: 'Until end of encounter, you and each ally in 5 squares of you gain +1 power bonus to attack vs target.'
};
text.Powers.Warlord.PinTheFoe	= { title: 'Pin the Foe',
  flav	: 'No matter where your foe turns, one of your allies is waiting for him.',
  effect	: 'Until end of encounter, target cannot shift if at least two of your allies or you are adjacent to it.'
};
text.Powers.Warlord.WhiteRavenOnslaught	= { title: 'White Raven Onslaught',
  flav	: 'You lead the way with a powerful attack, using your success to create an opportunity for one of your allies. Each of your comrades in turn seizes on your example and begins to display true teamwork. ',
  hit	: 'You slide an adjacent ally 1 square.  Until end of encounter, whenever you or an ally in 10 squares of you successfully attack, the attacker slides an adjacent ally 1 square.',
  miss	: 'Choose one ally in 10 squares.  Until end of encounter, the ally may slides an adjacent ally 1 square after successfully attack.'
};
// Utility 2
text.Powers.Warlord.AidTheInjured	= { title: 'Aid the Injured',
  flav	: 'Your presence is both a comfort and an inspiration.',
  effect	: 'Target can spend a healing surge, restoring {{hs||heal}} hp.',
  summary : ''
};
text.Powers.Warlord.CrescendoOfViolence	= { title: 'Crescendo of Violence',
  flav	: 'A timely critical hit affords you the opportunity to rally a wounded ally.',
  trigger	: 'An ally within range scores a critical hit',
  effect	: 'The ally gains {{chaMod||temphp}} temporary hp.',
  summary : ''
};
text.Powers.Warlord.KnightsMove	= { title: 'Knight\'s Move',
  flav	: 'With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position.',
  effect	: 'Target takes a move action as a free action.',
  summary : ''
};
text.Powers.Warlord.ShakeItOff	= { title: 'Shake It Off',
  flav	: 'You convince yourself or an ally to shake off a debilitating effect.',
  effect	: 'Target makes a saving throw with {{_|your}} {{chaMod||power,bonus}}.',
  summary : ''
};
// Encounter 3
text.Powers.Warlord.HoldTheLine = { title: 'Hold the Line',
  flav : 'With a snap series of commands, you keep your allies in formation and well defended as you assault your adversary.',
  effect : 'Until the end of your next turn, allies adjacent to you gain a +2 (power) to AC and cannot be pulled, pushed, or slid.'
}
text.Powers.Warlord.InspiringWarCry = { title: 'Inspiring War Cry',
  flav : 'As you strike, you shout a fierce war cry that heartens a nearby ally. He immediately attempts to shake off whatever condition troubles him most.',
  effect : ' One ally who can hear you and is within 5 squares of you makes a saving throw.'
}
text.Powers.Warlord.SteelMonsoon = { title: 'Steel Monsoon',
  flav : 'You leap into the fray with a wild, whirling attack-but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position.',
  hit : '{{1}} ally within 5 squares of you can shift 1 square.',
  if_Warlord_TacticalPresence: '{{|The number of allies who can shift equals your Intelligence modifier.}}'
}
text.Powers.Warlord.WarlordsStrike = { title: 'Warlord\'s Strike',
  flav : 'One convincing cut is all you need to reveal the enemy\'s weakness and spur your allies into finishing him off.',
  hit : 'Until end of your next turn, all your allies gain {{2||bonus}} to damage rolls against the target.',
  if_Warlord_InspiringPresence : '{{|The bonus to damage rolls equals 1 + your Charisma modifier.}}'
}
//Daily 5
text.Powers.Warlord.StandTheFallen = { title: 'Stand the Fallen',
flav : 'You will not be denied victory! A determined strike lifts the spirits of your beleaguered allies and restores their fighting spirit.',
effect : 'Each ally within 10 squares can spend a healing surge, regaining {{hs||chaM||heal}} hp.'
}
text.Powers.Warlord.TurningPoint = { title: 'Turning Point',
flav : 'A well-placed strike catches your foe off guard and allows you or a nearby ally to shake off some effect.',
hit : 'You or one ally within 5 squares makes a saving throw.',
miss : 'You or one ally makes a saving throw against one save ends effect that the target caused.'
}
text.Powers.Warlord.VillainsNightmare = { title: 'Villain\'s Nightmare',
flav : 'You use weapon thrusts, lunges, and parries to hedge in your adversary, preventing him from moving away from you.',
effect : 'Until end of encounter, when adjacent to the target and it walks or runs, you can cancel that movement as an interrupt.'
}
//Utility 6
text.Powers.Warlord.GuideTheCharge = { title: 'Guide the Charge',
flav : 'You direct your ally\'s charge, allowing him to strike a deadlier blow and push his foe backward.',
trigger : 'An ally charges',
effect : 'If the ally hits, he or she adds {{intMod}} to damage and pushes the attack\'s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.',
summary	: 'Charging ally +{{intM}} to damage and push enemy 2'
}
text.Powers.Warlord.InspiringReaction = { title: 'Inspiring Reaction',
flav : 'As soon as an ally is wounded, you spring forward with help and healing.',
trigger : 'You or an adjacent ally takes damage',
effect : 'You or the ally can spend a healing surge, regaining {{hs||chaM||heal}} hp.',
summary	: 'On hurt spend hs, +{{hs||chaM||heal}} hp'
}
text.Powers.Warlord.QuickStep = { title: 'Quick Step',
flav : 'You spur an ally to move faster.',
effect : 'Increase the ally\'s speed by 2 until the end of the encounter.',
summary	: 'Ally speed +2 whole encounter'
}
text.Powers.Warlord.StandTough = { title: 'Stand Tough',
flav : 'You fortify your allies with a few words of encouragement.',
effect : 'The targets regain {{10||chaMod||heal}} hp.',
summary	: 'Heal {{10||chaM||heal}} hp'
}
//Encounter 7
text.Powers.Warlord.LionsRoar = { title: 'Lion\'s Roar',
flav : 'With a bloodcurdling roar, you swing your weapon in a wide, sweeping arc that breaks through your enemy\'s defenses. The blow reinvigorates you or one of your allies in need.',
effect : 'You or one ally within 5 squares of you can spend a healing surge, regaining {{hs||heal}} hp.',
if_Warlord_InspiringPresence : '{{|Your ally gains additional hp equal to your Charisma modifier.}}'
}
text.Powers.Warlord.SunderArmor = { title: 'Sunder Armor',
flav : 'You probe your opponent\'s defenses and eventually land a blow that creates a momentary chink in his armor.',
hit : 'Until the end of your next turn, any attack roll against the target can score a critical hit on a roll of 18–20.'
}
text.Powers.Warlord.SurpriseAttack = { title: 'Surprise Attack',
flav : 'Despite the chaos of battle, you see a golden opportunity for an ally to make a surprising attack.',
hit : 'An ally within 5 squares of you makes a basic attack with CA {{chr.features.TacticalPresence?("with +"+chr.intM+" to attack"):"";}} as a free action against a target of his or her choice.',
if_Warlord_TacticalPresence : '{{|The ally gains a bonus to the attack roll equal to your Intelligence modifier.}}'
}
text.Powers.Warlord.SurroundFoe = { title: 'Surround Foe',
flav : 'You contain your foe, enabling one of your allies to move around behind him.',
effect : 'You slide one willing ally who is adjacent to the target to any other square adjacent to the target. The ally can move through the target\'s square.'
}
//Daily 9
text.Powers.Warlord.IronDragonCharge = { title: 'Iron Dragon Charge',
flav : 'Like a rampaging iron dragon, you hurl yourself at your adversary , landing a terrific blow that inspires your allies to charge as well .',
special : 'You must charge as part of this attack.',
effect : 'Until end of encounter, as an immediate reaction, an ally of your choice within 5 squares can charge a target that you charge.'
}
text.Powers.Warlord.KnockThemDown = { title: 'Knock Them Down',
flav : 'The rhythm of your enemies hitting the ground is music to your ears.',
hit : 'Target is knocked prone. Every ally within 10 squares of you can move 3 squares and make a melee basic attack against one target of his or her choice as a free action, dealing no damage but knock a target prone on a hit.',
miss : 'Half damage, and target is knocked prone.'
}
text.Powers.Warlord.WhiteRavenStrike = { title: 'White Raven Strike',
flav : 'You land a punishing blow that ignites the fire within your allies and keeps them alive on the battlefield.',
effect : 'One or two allies within 10 squares gain {{15||temphp}} temporary hp. If you dropped the target with this attack, add your Charisma modifier to the temporary hp gained.'
}
// Utility 10
text.Powers.Warlord.DefensiveRally = { title: 'Defensive Rally',
flav : 'You marshal your comrades and provide instructions to help them prevail.',
effect : 'Each target can spend a hs restoring {{hs||heal}} hp and make a save against a savable single effect. All targets gain +2 (power) all defenses until end of your next turn.',
  summary : '{{hs||heal}}, save, and +2 defense 2 turns'
}
text.Powers.Warlord.EaseSuffering = { title: 'Ease Suffering',
flav : 'Your nearby presence is enough to ease the suffering of your allies.',
effect : 'Until the end of the encounter or for 5 minutes, allies ignore ongoing damages when they starting turn adjacent to you, nor make saves to end them.',
  summary : 'Surpress adjacent ally ongoing damage'
}
text.Powers.Warlord.TacticalShift = { title: 'Tactical Shift',
flav : 'Your mastery of battle tactics and stern commands allow you to move an ally out of harm\'s way.',
trigger : 'A creature hits your ally with a melee or a ranged attack',
effect : 'The ally can shift a number of squares equal to {{1||intMod}}.',
  summary : 'Ally shifts {{1||intM}}'
}


text.class_Wizard		= 'Wizard';
text.class_Wizard_flav = '"I am the fire that burns, the choking fog, the storm that rains devastation on our foes."';
text.class_Wizard_desc	= 'Arcane Controller ✦ Int, Wis, Dex<br>Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes.';

text.Features.Wizard.ArcaneImplementMastery	= { title: 'Arcane Implement Mastery',
  desc	: 'You specialize in the use of one kind of implement to gain additional abilities when you wield it.<br>'+
      	+ 'Orb: Wis penalty to enemy saves / extend at-will duration<br>'
      	+ 'Staff: +1 AC, +Con defense vs one attack'
      	+ 'Wand: +Dex to single attack roll',
  Orb	: 'Orb',
  Staff	: 'Staff',
  Wand	: 'Wand'
};
text.Features.Wizard.OrbOfImposition	= { title: 'Orb of Imposition',
  desc	: 'Once per encounter as a free action, you can use your orb to gain one of the follow ing two effects:<br>'
      	+ '1: Designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. It takes a penalty to saving throws against that effect equal to your Wisdom modifier.<br>'
      	+ '2: Extend the duration of an effect created by a wizard at-will spell that would end at end of your current turn. It now ends at the end of your next turn.',
  feature	: 'C (Free) Once per encounter, use orb to: enemy {{-wisM||modifier}} saves vs an ongoing wiz spell from you, or extends an wiz at-will one more turn.'
};
text.Features.Wizard.StaffOfDefense	= { title: 'Staff of Defense',
  desc	: 'Grants +1 bonus to AC. Also, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the damage total is known.',
  feature	: 'D (interrupt} Once per encounter, {{conM||modifier}} to defence vs an attack after knowing damage.'
};
text.Features.Wizard.WandOfAccuracy	= { title: 'Wand of Accuracy',
  desc	: 'Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier.',
  feature	: 'A (free) Once per encounter, {{dexM}} to a single attack roll.'
};
text.Features.Wizard.Cantrips	= { title: 'Cantrips',
  desc	: 'Cantrips are minor spells you gain at 1st level. You can use these cantrips as at-will powers.'
};
text.Features.Wizard.Spellbook	= { title: 'Spellbook',
  desc	: 'When you begin the adventure, and after eachextended rest, pick one of two daily spells - you can use that spell until you select again after an extended rest.',
  hint	: 'You can copy additional daily spells in you spellbook and pick some to prepare each day'
};
// Cantrip
text.Powers.Wizard.GhostSound	= { title: 'Ghost Sound',
  flav	: 'With a wink, you create an illusory sound that emanates from somewhere close by. ',
  effect	: 'You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can whisper quietly enough that only creatures adjacent to the target can hear it.',
  summary : 'Create sound or whisper'
};
text.Powers.Wizard.Light	= { title: 'Light',
  flav	: 'With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.',
  effect	: 'You cause the target to shed bright light. The light fills the target\'s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.',
  special	: 'You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.',
  summary : 'One bright 4\'r light'
};
text.Powers.Wizard.MageHand	= { title: 'Mage Hand',
  flav	: 'You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.',
  effect	: 'You conjure a spectral, floating hand in an unoccupied square. It picks up, moves, or manipulates an adjacent object weighing &lt;= 20 lbs and carries it up to 5 squares. It can move an object in your hand into a container and move an object on your body into your hand.',
  remote	: '(move) Moves up to 5 squares. (Minor) Pick up or manipulate a different object. (free) Drop holding object.',
  sustain	: '(minor) You can sustain the hand indefinitely.',
  special	: 'You can create only one hand at a time.',
  summary : 'Convinence floating hand'
};
text.Powers.Wizard.Prestidigitation	= { title: 'Prestidigitation',
  flav	: 'You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.',
  effect	: 'Instantly: Move 1 lb stuff / Harmless sensory effect / Light or snuff out small fire<br>'
			+ '1 hour: Color, clean, soil 1 cubic foot / Chill, warm, flavor up to 1 lb nonliving stuff / Mark a surface<br>'
			+ 'End of your next turn: Conjure a small item or image / mank invisible a small, handheld item',
  special	: 'You can have as many as three prestidigitation effects active at one time.',
  summary : 'Very limited wish'
};
// At will
text.Powers.Wizard.CloudOfDaggers	= { title: 'Cloud of Daggers',
  flav	: 'You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.',
  special	: 'Until end of your next turn, creature that enters the area or starts its turn there takes {{Math.max(1,chr.wisM);|wisMod||implement,damage,force}}. You can end it as a minor action.'
};
text.Powers.Wizard.MagicMissile	= { title: 'Magic Missile',
  flav	: 'You launch a silvery bolt of force at an enemy.',
  special	: 'This power counts as a ranged basic attack.'
};
text.Powers.Wizard.RayOfFrost	= { title: 'Ray of Frost',
  flav	: 'A blisteringly cold ray of white frost streaks to your target.',
  hit	: 'Target is slowed until the end of your next turn.'
};
text.Powers.Wizard.ScorchingBurst	= { title: 'Scorching Burst',
  flav	: 'A vertical column of golden flames burns all within.'
};
text.Powers.Wizard.Thunderwave	= { title: 'Thunderwave',
  flav	: 'You create a whip-crack of sonic power that lashes up from the ground.',
  hit	: 'You push the target {{wisMod}} squares.'
};
// Encounter 1
text.Powers.Wizard.BurningHands	= { title: 'Burning Hands',
  flav	: 'A fierce burst of flame erupts from your hands and scorches nearby foes.'
};
text.Powers.Wizard.ChillStrike	= { title: 'Chill Strike',
  flav	: 'You create a bolt of frigid purple energy around your hand and send it hurtling toward your foe.',
  hit	: 'Target is dazed until the end of your next turn.'
};
text.Powers.Wizard.ForceOrb	= { title: 'Force Orb',
  flav	: 'You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.',
  hit	: 'Make a secondary attack.'
};
text.Powers.Wizard.IcyTerrain	= { title: 'Icy Terrain',
  flav	: 'With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.',
  hit	: 'Target is knocked prone.',
  effect	: 'The area is difficult terrain until end of your next turn. You can end this as a minor action.'
};
text.Powers.Wizard.RayOfEnfeeblement	= { title: 'Ray of Enfeeblement',
  flav	: 'You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy\'s flesh, carrying away its strength.',
  hit	: 'Target is weakened until the end of your next turn.'
};
// Daily 1
text.Powers.Wizard.AcidArrow	= { title: 'Acid Arrow',
  flav	: 'A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. ',
  hit	: 'Ongoing 5 acid damage (save ends).   Make a secondary attack.',
  miss	: 'Ongoing 2 acid damage to primary target (save ends), and no secondary attack.'
};
text.Powers.Wizard.FlamingSphere	= { title: 'Flaming Sphere',
  flav	: 'You conjure a rolling ball of fire and control where it goes.',
  effect  : 'Conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks. Creature that starts turn adjacent takes {{1d4||int||idr,fire}}.',
  remote	: '(move) Move up to 6 squares.',
  sustain	: '(minor) You can sustain this until end of encounter. (standard) Make another attack.'
};
text.Powers.Wizard.FreezingCloud	= { title: 'Freezing Cloud',
  flav	: 'A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact.',
  effect	: 'The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. Dismissable as a minor action.',
  miss  : 'Half damage'
};
text.Powers.Wizard.Sleep	= { title: 'Sleep',
  flav	: 'You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.',
  hit	: 'Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).',
  miss	: 'Target is slowed (save ends).'
};
// Utility 2
text.Powers.Wizard.ExpeditiousRetreat	= { title: 'Expeditious Retreat',
  flav	: 'Your form blurs as you hastily withdraw from the battlefield.',
  effect	: 'Shift up to twice your speed.',
  summary : 'Shift at twice speed.'
};
text.Powers.Wizard.FeatherFall	= { title: 'Feather Fall',
  flav	: 'You or a creature you choose falls gently, like a feather.',
  trigger: 'You or one creature in range falls',
  effect	: 'Takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.',
  summary : 'Fall no damage, no prone'
};
text.Powers.Wizard.Jump	= { title: 'Jump',
  flav	: 'You or another creature you choose can suddenly leap great distances.',
  effect	: 'Makes a jump check with a +10 power bonus and no distance limit, considered to have running start.',
  summary : '+10, counts as running'
};
text.Powers.Wizard.Shield	= { title: 'Shield',
  flav	: 'You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.',
  trigger: 'You are hit by an attack.',
  effect	: 'You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.',
  summary : '+4 AC &amp; Ref'
};
// Encounter 3
text.Powers.Wizard.ColorSpray = { title: 'Color Spray',
  flav : 'A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless.',
  hit : 'Target is dazed until the end of your next turn.'
}
text.Powers.Wizard.FireShroud = { title: 'Fire Shroud',
  flav : 'With a subtle gesture, you wreathe nearby enemies in flames.',
  hit : 'Ongoing 5 fire damage (save ends).'
}
text.Powers.Wizard.IcyRays = { title: 'Icy Rays',
  flav : 'You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away.',
  targets : 'One or two creatures',
  hit : 'Target is immobilized until the end of your next turn.'
}
text.Powers.Wizard.ShockSphere = { title: 'Shock Sphere',
  flav : 'You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.'
}
//Daily 5
text.Powers.Wizard.BigbysIcyGrasp = { title: 'Bigby\'s Icy Grasp',
flav : 'You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.',
effect : 'Conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks.',
remote  : '(move) Move the hand up to 6 squares.',
hit : 'The hand grabs the target. Use your Fortitude or Reflex for target\'s escape.',
sustain : '(minor) A grabbed target takes {{1d8||intM||idr,cold}} when you sustain. (standard) Release grabbed target and attack another.'
}
text.Powers.Wizard.Fireball = { title: 'Fireball',
flav : 'A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.',
miss : 'Half damage.'
}
text.Powers.Wizard.StinkingCloud = { title: 'Stinking Cloud',
flav : 'You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within.',
effect : 'Creates a zone of poisonous vapor blocking line of sight until end of your next turn. Creatures entering or starts turn inside takes {{1d10||intM||idr,poison}}.',
remote  : '(move) Move the zone up to 6 squares.',
sustain : '(minor) The zone persists.'
}
text.Powers.Wizard.Web = { title: 'Web',
flav : 'You call into being a giant web made of thick magical strands that hang in midair, trapping those within it.',
hit : 'Target is immobilized (save ends).',
effect : 'Creates a zone of difficult terrain until end of the encounter or for 5 minutes. Any creature ending move inside is immobilized (save ends).'
}
//Utility 6
text.Powers.Wizard.DimensionDoor = { title: 'Dimension Door',
flav : 'You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.',
effect : 'Teleport 10 squares. Alone.',
  summary : 'Teleport 10.'
}
text.Powers.Wizard.DisguiseSelf = { title: 'Disguise Self',
flav : 'With a snap of your fingers, you suddenly look like someone else.',
effect : 'You make yourself, your clothing, your equipment visually different, lasting for 1 hour, endable as a minor action.. You can be any creature of similar build and size, including unique individual whom you\'ve seen. You cannot change appearance. Anyone attempting to see through it try Insight vs your Bluff +5 (power).',
  summary : 'Change visual appearance.'
}
text.Powers.Wizard.DispelMagic = { title: 'Dispel Magic',
flav : 'You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.',
hit : ': The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.',
  summary : 'Dispel target and its effects.'
}
text.Powers.Wizard.Invisibility = { title: 'Invisibility',
flav : 'A creature you choose vanishes from sight.',
effect : 'Target is invisible until end of your next turn or until the target attacks.',
sustain : '(standard) If the target is within range, you can sustain the effect.',
  summary : 'Invisible, sustain standard'
}
text.Powers.Wizard.Levitate = { title: 'Levitate',
flav : 'You hold out your hands, and suddenly you feel air beneath your feet.',
effect : 'You can move 4 squares vertically and remain hovering there, becomming unsteady at -2 AC and Reflex. If ground height changes you safely float to 4 squares above the new ground.',
sustain : '(move) You can sustain this power until end of the encounter up to 5 minutes. When you sustain, you can move 3 squares up or down or 1 square horizontally withing height cap. If you don\'t sustain, you safely land.',
  summary : 'Float up to 4 squares.'
}
text.Powers.Wizard.WallOfFog = { title: 'Wall of Fog',
flav : 'You create a billowing wall of gray fog that obscures vision.',
effect : 'Conjure a 8x4 wall of arcane fog lasting until end of your next turn. It grants concealment to creatures inside and blocks line of sight.',
sustain : '(minor) The wall persists.',
  summary : 'Concealment and blocks LOS.'
}
//Encounter 7
text.Powers.Wizard.FireBurst = { title: 'Fire Burst',
flav : 'A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.'
}
text.Powers.Wizard.LightningBolt = { title: 'Lightning Bolt',
flav : 'A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.'
}
text.Powers.Wizard.SpectralRam = { title: 'Spectral Ram',
flav : 'You seize your foe with unseen magical force and bash him against the ceiling and walls before dropping him to the ground and hurling him back.',
hit : 'Push the target 3 squares and knock it prone.'
}
text.Powers.Wizard.WintersWrath = { title: 'Winter\'s Wrath',
flav : 'You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.',
effect : 'A blizzard erupts and continues until end of your next turn, granting concealment. Creatures starting turn inside takes {{intM||implement,damage,cold}}. Endable as a minor action.'
}
//Daily 9
text.Powers.Wizard.IceStorm = { title: 'Ice Storm',
flav : 'A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.',
hit : 'The target is immobilized (save ends).',
miss : 'Half damage, and the target is slowed (save ends).',
effect : 'The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.'
}
text.Powers.Wizard.LightningSerpent = { title: 'Lightning Serpent',
flav : 'A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes.',
hit : 'Target takes ongoing 5 poison damage and is slowed (save ends both).',
miss : 'Half damage, and target is slowed (save ends).'
}
text.Powers.Wizard.MordenkainensSword = { title: 'Mordenkainen\'s Sword',
flav : 'You invoke a sword of crackling golden force that slashes and stabs furiously at the creature you indicate.',
effect : 'You conjure a sword of force in an unoccupied square within range, and it attacks. It lasts until end of your next turn.',
  remote  : '(move) move the sword to a new target within range.',
sustain : '(minor) When you sustain the sword, it attacks again.'
}
text.Powers.Wizard.WallOfFire = { title: 'Wall of Fire',
flav : 'A blazing wall of flame erupts from the ground at your command.',
effect : 'Conjure a 8x4 wall of arcane fire lasting until end of your next turn, blocking line of sight. Creatures starting turn adjacent to it take {{1d6||intM||idr,fire}}, or {{3d6||intM||idr,fire}} if move into or start in the wall. Entering the wall costs 3 extra squares.',
sustain : '(minor) The wall persists.'
}
//Utility 10
text.Powers.Wizard.ArcaneGate = { title: 'Arcane Gate',
flav : 'You open a dimensional rift connecting two nearby locations.',
effect : 'Create a dimensional rift between the two squares lasting until the end of your next turn. Creature that enters one of the them can move to the other as if they are adjacent, if both squares are free from other creatures.',
sustain : '(minor) The rift persists.',
summary : 'Create dimensional rift'
}
text.Powers.Wizard.Blur = { title: 'Blur',
flav : 'You cloak yourself with a shimmering aura, making your outline almost impossible to discern.',
effect : 'Until end of the encounter, you gain +2 (power) all defenses, and enemies 5 or more squares away cannot see you.',
  summary : '+2 all defense and invisible beyond 5 squares, encounter.'
}
text.Powers.Wizard.MirrorImage = { title: 'Mirror Image',
flav : 'Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.',
effect : 'You gain +6 (power) AC. Each time an attack misses you, the bonus decreases by 2 until the bonus reaches 0. Otherwise, the effect lasts for 1 hour.',
  summary : '+6 AC, drop by +2 each miss, 1 hour'
}
text.Powers.Wizard.Resistance = { title: 'Resistance',
flav : 'You make yourself or another creature in range resistant to a particular kind of damage.',
effect : 'Against a damage type chosen by you, the target gains {{chr.lv|level||intM}} resistance until end of the encounter or for 5 minutes. Valid choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.',
  summary : 'Resist {{chr.lv|level||intM}} vs single damage type'
}



text.class_Swordmage		= 'Swordmage';
text.class_Swordmage_flav = '"Under the leaves of Myth Drannor I learned the ancient eladrin way of battle.  Spells are my armor, and words of ruin are bound to my blade."';
text.class_Swordmage_desc	= 'Arcane Defender ✦ Int, Str, Con<br>Swordmage apply the arcane arts to melee combat.  The florish of a swordmage\'s blade not only bites with steel, but also with fire, lightning, or other powerful forces';
text.Features.Swordmage = {
  Swordbond : { title: 'Swordbond',
    desc  : 'Forge bond with a single light/heavy blade needs an hour of meditation.  As a standard action, you can call it to your hand from 10 squares away.  In an hour you can recreate the weapon from a fragment.',
    feature : 'O Summon bonded light/heavy blade from 10 squares ; recreate whole blade from fragment'
  },
  SwordmageWarding : { title: 'Swordmage Warding',
    desc  : 'When conscious and with a light / heavy blade, a magical field grants +1 AC or +3 if your other hand is empty.  If you drop unconscious you can restore by a short rest.'
  },
  SwordmageAegis : { title: 'Swordmage Aegis',
    desc  : 'You can place a magical warding upon a foe, allowing you to respond to the foe\'s attack against your allies<br>Aegis of Assault: Teleport and counterstrike<br>Aegis of Shielding: Deflect some damage',
    Assult : 'Assult',
    Shielding : 'Shielding'
  }
}
text.Powers.Swordmage = {};
text.Powers.Swordmage.AegisOfAssult = { title: 'Aegis of Assult',
  effect  : 'You matk the target. If you mark other creatures using other powers, the target is still marked. '
  + 'If marked target makes an attack that doesn\'t include you as a target and hit, you can teleport to a square adjacent to it and make a melee basic attack as an immediate reaction.',
  summary : 'Teleport and basic melee marked enemy'
}
text.Powers.Swordmage.AegisOfShielding = { title: 'Aegis of Shielding',
  effect  : 'You matk the target. If you mark other creatures using other powers, the target is still marked. '
  + 'If marked target is within 10 squares of you and makes an attack that doesn\'t include you as a target and hit, you can reduce the damage to any one creature by {{|an amount equal to}} {{5+chr.counts.tier*5;|5||conMod}} as an immediate interrupt.'
  + '{{|The reduction increase by 5 for each tier.}}',
  summary : 'Reduce non-self damage from marked enemy'
}
text.Powers.Swordmage.BoomingBlade = { title: 'Booming Blade',
  hit: 'If the target is adjacent to you at the starts of its turn and moves away, it takes {{1d6||conMod||thunder,damage}}.'
}
text.Powers.Swordmage.GreenflameBlade = { title: 'Greenflame Blade',
  hit: 'You deal {{strMod||fire,damage}} to all enemies adjacent to the target.'
}
text.Powers.Swordmage.LightningLure = { title: 'Lightning Lure',
  hit: 'You pull the target to the nearest unoccupied space adjacent to you.',
  special : 'If you cannot pull the target to an adjacent space, this power fails and deals no damage'
}
text.Powers.Swordmage.SwordBurst = { title: 'Sword Burst'
}
//
text.Powers.Swordmage.ChillingBlow = { title: 'Chilling Blow',
  hit: 'Target takes {{conMod}} cold damage each time it attacks until the start of your next turn.'
}
text.Powers.Swordmage.FlameCyclone = { title: 'Flame Cyclone'
}
//
text.Powers.Swordmage.BurningBlade = { title: 'Burning Blade',
  effect: 'Until end of encounter, your melee attacks deal extra {{strMod| ||fire,damage}} {{|equal to your Strength modifier}}.'
}
text.Powers.Swordmage.FrostBacklash = { title: 'Frost Backlash',
  trigger : 'An adjacent creature hits you',
  miss: 'Half damage'
}
//
text.Powers.Swordmage.DimensionalWarp = { title: 'Dimensional Warp',
  effect: 'Each target teleports into the other\'s space.  Both targets must occupy the same size space.'
}
text.Powers.Swordmage.EldritchSpeed = { title: 'Eldritch Speed',
  effect: 'Use before rolling initiative.  Your initiative gains a +5 power bonus.  You can take an extra move action during the first round or surprise round.'
}




text.class_Artificer	= 'Artificer';
text.class_Artificer_flav	= '"I see the secret patterns of magic, and through the items I carry, I can use that magic to protect you, heal you... or make you explode."';
text.class_Artificer_desc	= 'Arcane Leader ✦ Int, Con';

text.Features.Artificer = {};
text.Features.Artificer.ArcaneReplenishment = { title: 'Arcane Replenishment',
  desc : 'During a short rest, you can recharge an item\'s daily power. You can recharge an item that has a level less than or equal to your level + your Intelligence. You can use arcane replenishment once per day, plus you gain one additional use for each milestone you reach. An item can be recharged by arcane replenishment only once per day.',
  feature	: 'O Recharge lv {{chr.lv+chr.intM;}} item daily 1/day + 1/milestone ; Each item can be charged 1/day'
}
text.Features.Artificer.HealingInfusion = { title: 'Healing Infusion',
  desc	: 'The Healing Infusion class feature encompasses multiple powers.',
  special	: 'You can use healing infusion {{chr.lv<16?2:3;|2}} times per encounter, but only once per round.{{| At level 16, this increase to 3 times per encounter.}}'
};

text.Powers.Artificer = {};
text.Powers.Artificer.RestorativeFormula = { title: 'Restorative Formula',
flav : 'You breathe arcane energy into a special mixture of restorative compounds. You then blow that mixture into the air, focusing it on someone in need.',
effect : 'The target can spend a healing surge and regain {{hs||chr.counts.halfTier6+1+"d6";||heal,roll}} hp.',
  special	: text.Features.Artificer.HealingInfusion.special
}
text.Powers.Artificer.CurativeAdmixture = { title: 'Curative Admixture',
flav : 'Casting your restorative compound into the air, you create a cloud that you infuse with arcane energy to bolster you and your comrades.',
effect : 'Each target can spend a healing surge to gain {{conM||1+chr.counts.halfTier6;||temphp}} temporary hp.'
}
text.Powers.Artificer.RepairObject = { title: 'Repair Object',
flav : 'You weave arcane energy into an object, restoring it to its intended structure.',
effect : 'The target regains as much hp as your healing surge value. You cannot repair an 0 hp object.'
}
//At Will
text.Powers.Artificer.ThunderingArmor = { title: 'Thundering Armor',
flav : 'Pointing your implement, you make your friend\'s armor pulse with energy, protecting that ally and knocking a single foe away with the intense reverberation.',
effect : 'The primary target gains +1 (power) to AC until the end of your next turn. Make an attack.',
hit : 'You push the secondary target 1 square away from the primary target.'
}
text.Powers.Artificer.AggravatingForce = { title: 'Aggravating Force',
flav : 'When your infused weapon strikes an enemy, the weapon unleashes a force that amplifies subsequent damage.',
hit : 'Until end of your next turn, the next attack against the target from one of your allies gains +2 (power) attack.'
}
//Encounter 1
text.Powers.Artificer.SpikeWire = { title: 'Spike Wire',
flav : 'As your projectile flies forward, with it goes a barbed wire of arcane energy that entangles foes. Afterward, further attacks drive the barbs into those foes.',
hit : 'Attacks against the target gain +2 damage until end of your next turn.'
}
text.Powers.Artificer.ShieldingCube = { title: 'Shielding Cube',
flav : 'You launch a miniscule cube covered in runes into the fray. The cube exudes an aura that bashes nearby foes and shields your allies.',
requiremengt : 'You must be wielding a ranged weapon.',
effect : 'Your artifice lands in a square adjacent to an enemy within range. Until end of your next turn, you and any ally adjacent to or occupying the same square as the artifice gain +1 (power) AC. Make an attack.'
}
//Daily 1
text.Powers.Artificer.Lifetap = { title: 'Lifetap',
flav : 'With your implement, you launch one infused dart at an ally and one at an adversary. The foe\'s dart transfers life force to your friend in a golden flash.',
hit : 'An ally within 10 squares of you gains {{10||ally,temphp}} temporary hp.',
miss : 'Half damage, and the ally gains {{5||ally,temphp}} temporary hp.'
}
text.Powers.Artificer.CausticRampart = { title: 'Caustic Rampart',
flav : 'You infuse energy into spilled liquid reagents, throwing up a defensive wall of acidic fumes.',
effect : 'Conjure a 5x2 wall lasting until end of your next turn. Creatures starting inside or adjacent to it takes {{1d6||intMod||idr,acid}} acid damage. The wall is lightly obscured difficult terrain.',
sustain : '(minor) The wall persists.'
}
//Utility 2
text.Powers.Artificer.RestorativeInfusion = { title: 'Restorative Infusion',
flav : 'You direct restorative compounds at a comrade, who can then breathe those agents toward another member of  your party.',
effect : 'The target gains {{20||temphp}} temporary hp. As a minor action, the target can transfer any number of temporary hp to an ally within 5 squares.'
}
text.Powers.Artificer.ArcaneSpringboard = { title: 'Arcane Springboard',
flav : 'Infusing a small square of prepared cloth with arcane energy, you create a bouncy surface that launches any who step on it in a desired direction.',
effect : 'You and any ally who enters the artifice\'s square can jump {{conMod}} squares. The jump does not count against a character\'s speed. The effect lasts until end of your next turn.',
sustain : '(minor) The effect persists.'
}
//Encounter 3
text.Powers.Artificer.AlteredLuck = { title: 'Altered Luck',
flav : 'By channeling a specific pattern of energy into an ally\'s equipment, you alter the flow of fortune.',
hit : 'Target takes -2 to attacks, skills, ability checks, and saves until end of your next turn.',
effect : 'One ally in the burst gains +2 to an attack, a skill, an ability check, or a save before end of your next turn. The ally can use the bonus after determining the result of a roll.'
}
text.Powers.Artificer.FieryInfusion = { title: 'Fiery Infusion',
flav : 'Sigils on your projectile glow as you infuse them. The missile generates a blazing matrix on impact, roasting your foes and igniting your allies\' weapons with arcane fire.',
requirement : 'You must be wielding a ranged weapon.',
effect : 'Each ally in the burst deals 2 extra fire damage whenever he or she hits with a melee attack until end of your next turn.'
}
//Daily 5
text.Powers.Artificer.PredatoryShards = { title: 'Predatory Shards',
flav : 'On impact, your runeinscribed projectile creates a cloud  of magical shards hostile to your enemies.',
requirement : 'You must be wielding a ranged weapon.',
miss : 'Half damage.',
effect : 'Creates a zone lasting until end of the encounter. An enemy starting turn inside takes 5 force damage.'
}
text.Powers.Artificer.DancingWeapon = { title: 'Dancing Weapon',
flav : 'Your weapon flies from your hand and harries one of  your enemies.',
effect : 'A melee weapon you are holding becomes an artifice, but reducing this artifice to 0 hp only ends this effect not the weapon. The weapon enters a square in the target\'s space and makes an attack. The weapon moves with the target. If target moves beyond range or is killed, the effect ends. Otherwise, the effect lasts until end of your next turn.',
attack : 'Before you make the attack roll, choose whether to use the enhancement bonus, critical dice, and properties of your weapon or your implement for the damage roll.',
sustain : '(minor) Repeat the attack.'
}
//Utility 6
text.Powers.Artificer.RegenerationInfusion = { title: 'Regeneration Infusion',
flav : 'You tie an ally\'s equipment to a steady flow of arcane energy, which restores your friend\'s vigor.',
efect : 'Target gains regeneration {{2||regen}} until the end of your next turn.',
sustain : '(minor) The effect persists.',
summary	: 'Regen {{2||regen}} (SM)'
}
text.Powers.Artificer.PhantomStructure = { title: 'Phantom Structure',
flav : 'By arranging small objects in your hand, you create an ephemeral structure made of magical force.',
effect : 'Conjure one of the structures within range, lasting until end of your next turn.<br>' +
'Bridge: 2 squares wide and {{conMod||conMod}} squares long.<br>' +
'Ladder: 1 square wide, {{conMod||conMod}} squares tall.<br>' +
'Spiral Stairs: 2x2 base and as tall as ladder. Stairs are 1 square wide.<br>' +
'Straight Stairs: 1 square wide, as high as ladder, as long as high.',
sustain : '(minor) The structure or object persists.',
summary	: 'Bridging structure {{conM||conM}} long/tall (SM)'
}
//Encounter 7
text.Powers.Artificer.GaleForceInfusion = { title: 'Gale-Force Infusion',
flav : 'You charge an ally\'s armor with potential that erupts like a vicious blast of wind that churns the air for a moment.',
hit : 'You slide the target 2 squares.',
effect : 'The ally gains +4 (power) to AC against ranged attacks until the end of your next turn.'
}
text.Powers.Artificer.RunicResistance = { title: 'Runic Resistance',
flav : 'Using your implement, you hurl sigil-scribed ceramic sphere that blasts your foes and covers your allies in  protective veils.',
hit : 'choose acid, cold, fire, or lightning damage',
effect : 'Each ally in the burst chooses a damage type-acid, cold, fire, or lightning-and gains resistance equal to 5 + your Constitution modifier against that damage type until the end of your next turn.'
}
//Daily 9
text.Powers.Artificer.LightningMotes = { title: 'Lightning Motes',
flav : 'Channeling arcane energy into receptive ferrous dust, you create lightning that you then spread on your foes.',
hit : 'the target is dazed (save ends). Each time the target fails the saving throw, it takes 5 lightning damage.',
effect : 'Ongoing 5 lightning damage (save ends).',
miss : 'Half damage, and ongoing 5 lightning damage (save ends).'
}
text.Powers.Artificer.BrittleskinInfusion = { title: 'Brittleskin Infusion',
flav : 'Your rune-scribed projectile calcifies flesh and causes your foe to falter.',
hit : 'The  target is slowed and gains vulnerable 5 to melee  attacks (save ends both).',
miss : 'Half damage, and the target is slowed (save ends).'
}
//Utility 10
text.Powers.Artificer.HealingFigurine = { title: 'Healing Figurine',
flav : 'You imbue a small model of a robust figure with your own life force, causing it to emit a golden aura.',
effect : 'Spend a healing surge to creating the artifice. Its has {{chr.stats.hs*2||2*hs}} hp.  The effect lasts until the artifice has no hp or until end of encounter.',
  usage	: '(minor) you or any ally adjacent to or share space with the artifice can withdraw hp from the artifice.'

}
text.Powers.Artificer.SlickConcoction = { title: 'Slick Concoction',
flav : 'You direct magic-infused liquid under an ally\'s boots, causing her to slip suddenly forward.',
effect : 'You slide the target 5 squares.'
}



/***************** PARAGON PATHS ****************/
text.no_paragon		= 'No paragon path';

/***************** GENERAL FEATS ****************/

// Features code
// A: Attack, D: Defense, C: Combat, S: Skill, M: Movement, O: Other
text.feature_type_A =  'Attack features';
text.feature_type_D =  'Defense features';
text.feature_type_C =  'Combat features';
text.feature_type_S =  'Skill features';
text.feature_type_M =  'Movement features';
text.feature_type_O =  'Misc. features';
text.feature_type_applied =  'Applied features and feats';


text.Feats.Human.ActionSurge	= { title: 'Action Surge',
  desc		: 'You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.',
  feature	: 'A Action point action gains +3 to attacks'
};

text.Feats.Heroic.Alertness	= { title: 'Alertness',
  desc		: 'You don\'t grant enemies combat advantage from being surprised. You also gain a +2 feat bonus to Perception checks.',
  feature	: 'C Enemies don\'t gain combat advantage when you are surprised.',
  summary	: 'No CA in surprise round; +2 feat bonus to Perception'
};

text.Feats.Heroic.ArmorProficiencyLeather = { title: 'Armor Proficiency (Leather)',
  desc	: 'Gain training with leather armor'
};
text.Feats.Heroic.ArmorProficiencyHide = { title: 'Armor Proficiency (Hide)',
  prerequisite: 'Str 13, Con 13, training with leather armor',
  desc	: 'Gain training with hide armor'
};
text.Feats.Heroic.ArmorProficiencyChainmail = { title: 'Armor Proficiency (Chainmail)',
  prerequisite: 'Str 13, Con 13, training with leather or hide armor',
  desc	: 'Gain training with chainmail'
};
text.Feats.Heroic.ArmorProficiencyScale = { title: 'Armor Proficiency (Scale)',
  prerequisite: 'Str 13, Con 13, training with chainmail',
  desc	: 'Gain training with scale armor'
};
text.Feats.Heroic.ArmorProficiencyPlate = { title: 'Armor Proficiency (Plate)',
  prerequisite: 'Str 15, Con 15, training with scale armor',
  desc	: 'Gain training with plate armor'
};

text.Feats.Heroic.AstralFire = { title: 'Astral Fire',
  prerequisite: 'Dex 13, Cha 13',
  desc		: 'You gain a +1 feat bonus to damage rolls when you use a power that has the fire or radiant keyword.<br>At 11th level, this bonus increases to +2. At 21st level, it increases to +3.',
  summary	: '+{{chr.counts.tier+1;}} damage roll with fire/radient power'
};


text.Feats.Ranger.AgileHunter = { title: 'Agile Hunter',
  prerequisite: 'Dex 15, Hunter\'s Quarry',
  desc		: 'When you score a critical hit with a melee attack against your quarry, you can shift as a free action, and the enemy takes –2 on attack rolls against you until end of your next turn.',
  feature	: 'C Free shift and quarry -2 atk vs you when you crit with melee'
};


text.Feats.Rogue.Backstabber = { title: 'Backstabber',
  prerequisite: text.Features.Rogue.SneakAttack.title,
  desc		: 'The extra damage dice from your Sneak Attack class feature increase from d6s to d8s.',
  summary	: 'Sneak Attack improves to d8',
  find	: /d6\b/g,
  replace	: 'd8'
};

text.Feats.Heroic.BladeOpportunist = { title: 'Blade Opportunist',
  prerequisite: 'Str 13, Dex 13',
  desc		: 'You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade.',
  feature	: 'A +2 OA with heavy blade &amp; light blade'
};

text.Feats.Heroic.BurningBlizzard = { title: 'Burning Blizzard',
  prerequisite: 'Int 13, Wis 13',
  desc		: 'You gain a +1 feat bonus to damage rolls when you use a power that has the acid or cold keyword.<br>At 11th level, this bonus increases to +2. At 21st level, it increases to +3.',
  summary	: '+{{chr.counts.tier+1;}} feat bonus to damage roll with acid/cold power'
};

text.Feats.Heroic.CombatReflexes = { title: 'Combat Reflexes',
  prerequisite: 'Dex 13',
  desc		: 'You gain a +1 bonus to opportunity attack rolls',
  feature	: 'A +1 opportunity attack rolls'
};

text.Feats.Heroic.DarkFury = { title: 'Dark Fury',
  prerequisite: 'Con 13, Wis 13',
  desc		: 'You gain a +1 feat bonus to damage rolls when you use a power that has the necrotic or psychic keyword.<br>At 11th level, this bonus increases to +2. At 21st level, it increases to +3.',
  summary	: '+{{chr.counts.tier+1;}} feat bonus to damage roll with necrotic/psychic power'
};

text.Feats.Heroic.DefensiveMobility = { title: 'Defensive Mobility',
  desc		: 'You gain a +2 bonus to AC against opportunity attacks',
  feature	: 'D +2 AC vs. OA.'
};

text.Feats.Fighter.DistractingShield = { title: 'Distracting Shield',
  prerequisite: 'Wis 15, ' + text.Features.Fighter.CombatChallenge.title,
  desc		: 'If you hit a foe with an attack granted by Combat Challenge, the target takes a –2 penalty to attack until start of your next turn.',
  summary	: 'Enemy hit by Challenge -2 attack',
  special	: 'You must have a shield equipped to benefit from this feat.',
  find	: /\.$/,
  replace	: '. If hit, target -2 to attack until start of your next turn.'
};

text.Feats.Dwarf.DodgeGiants = { title: 'Dodge Giants',
  desc		: 'You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.',
  feature	: 'D +1 AC &amp; Ref vs. Large or larger'
};

text.Feats.Dragonborn.DragonbornFrenzy = { title: 'Dragonborn Frenzy',
  desc		: 'While you are bloodied, you gain a +2  bonus to damage rolls.',
  feature	: 'A +2 to damage rolls when bloodied'
};

text.Feats.Dragonborn.DragonbornSenses = { title: 'Dragonborn Senses',
  desc: 'You gain low-light vision and +1 feat bonus to Perception checks.',
  summary: 'Gain low-light vision and +1 feat Perception'
};

text.Feats.Heroic.Durable = { title: 'Durable',
  desc: 'Increase your number of healing surges by two.',
  summary: 'Use healing surge two more times'
};

text.Feats.Dwarf.DwarvenWeaponTraining  = { title: 'Dwarven Weapon Training ',
  desc		: 'You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.',
  summary	: 'Proficiency with and +2 feat damage with axes and hammers'
};

text.Feats.Eladrin.EladrinSoldier = { title: 'Eladrin Soldier',
  desc		: 'You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears.',
  summary	: 'Proficiency with and +2 feat damage with longswords and spears'
};

text.Feats.Elf.ElvenPrecision = { title: 'Elven Precision',
  prerequisite: text.Powers.Elf.ElvenAccuracy.title,
  desc		: 'When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.',
  summary	: '+2 new attack roll with elven accuracy',
  find		: 'Reroll an attack roll',
  replace	: 'Reroll an attack roll with a +2 bonus'
};

text.Feats.Dragonborn.EnlargedDragonBreath = { title: 'Enlarged Dragon Breath',
  prerequisite: text.Powers.Dragonborn.DragonbornBreath.title,
  desc		: 'When you use dragon breath, you can make it blast 5 instead of blast 3.',
  summary	: 'Blast 5 with dragon breath',
  replace	: '5 or 3'
};


text.Feats.Heroic.EscapeArtist = { title: 'Escape Artist',
  prerequisite: 'Trained in Acrobatics',
  desc		: 'You can attempt to escape a grab as a minor action, instead of as a move action.',
  feature	: 'D Attempt escape from grab as a minor action'
};

text.Feats.Wizard.ExpandedSpellbook = { title: 'Expanded Spellbook',
  prerequisite: 'Wis 13, Wizard',
  desc		: 'Add three daily wizard attack spells to your spellbook instead of only two at each applicable level.',
  hint		: 'This spell slot is granted from Expanded Spellbook.  It doesn\'t change the number of daily attack spells you can prepare each day.',
  summary	: 'Add one more daily spell per slot'
};

text.Feats.Heroic.FarShot = { title: 'Far Shot',
  prerequisite: 'Dex 13',
  desc		: 'When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.',
  summary	: 'Projectile weapon range +5'
};


text.Feats.Heroic.FarThrow = { title: 'Far Throw',
  prerequisite: 'Str 13',
  desc		: 'When you use a thrown weapon such as a dagger or a javelin, increase both the normal range and the long range by 2 squares.',
  summary	: 'Thrown weapon range +2'
};

text.Feats.Heroic.FastRunner = { title: 'Fast Runner',
  prerequisite: 'Con 13',
  desc		: 'You gain a +2 bonus to speed when you charge or run.',
  feature	: 'M +2 (untyped) to speed with charge or run'
};

text.Feats.Tiefling.FerociousRebuke = { title: 'Ferocious Rebuke',
  prerequisite: text.Powers.Tiefling.InfernalWrath.title,
  desc		: 'When you use the infernal wrath power and hit with an attack, you can push the target 1 square in addition to any damage you deal.',
  summary	: 'Push target 1 square on hit with infernal wrath',
  find		: 'as extra damage',
  replace	: 'as extra damage, and push the target 1 square'
};

text.Feats.HalfElf.GroupInsight = { title: 'Group Insight',
  desc		: 'You grant allies within 10 squares of you a +1 racial bonus to Insight checks and initiative checks.',
  feature	: 'S Allies within {{10||range}} squares gain +1 racial bonus to Insight and Initiative'
};

text.Feats.Halfling.HalflingAgility = { title: 'Halfling Agility',
  prerequisite: text.Powers.Halfling.SecondChance.title,
  desc		: 'When you use second chance, the attacker takes a –2 penalty to the new attack roll.',
  summary	: 'Force -2 penalty with second chance',
  find		: 'reroll the attack',
  replace	: 'reroll the attack at -2 penalty'
};

text.Feats.Paladin.HealingHands = { title: 'Healing Hands',
  prerequisite: text.Powers.Paladin.LayOnHands.title,
  desc		: 'When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.',
  summary	: '+Cha to hp healed with lay on hands'
};

text.Feats.Tiefling.HellfireBlood = { title: 'Hellfire Blood',
  prerequisite: text.race_Tiefling,
  desc	: '+1 (feat) to attack rolls and damage rolls with fire/fear power'
};

text.Feats.Human.HumanPerseverance = { title: 'Human Perseverance',
  desc		: 'You gain a +1 feat bonus to saving throws',
  feature	: 'D +1 (feat) to saving throws'
};

text.Feats.Warlock.ImprovedDarkOnesBlessing  = { title: 'Improved Dark One\'s Blessing',
  prerequisite	: 'Con 15, '+text.Features.Warlock.InfernalPact.title,
  desc		: 'Your Dark One\'s Blessing now gives you 3 additional temporary hit points.',
  summary	: 'Dark One\'s Blessing +3 temp hp',
  find	: 'to your level',
  replace	: 'to your level + 3'
};

text.Feats.Warlock.ImprovedFateOfTheVoid  = { title: 'Improved Fate of the Void',
  prerequisite	: 'Con 13 or Cha 13, '+text.Features.Warlock.StarPact.title,
  desc		: 'Your Fate of the Void grants an additional +1 bonus to the d20 roll.',
  summary	: '+1 Fate of the Void\'s roll bonus',
  find	: '+1',
  replace	: '+2'
};

text.Feats.Warlock.ImprovedMistyStep  = { title: 'Improved Misty Step',
  prerequisite	: 'Int 13, '+text.Features.Warlock.FeyPact.title,
  desc		: 'Your Misty Step now allows you to teleport an additional 2 squares.',
  summary	: '+2 Misty Step teleportation'
};

text.Feats.Heroic.ImprovedInitiative = { title: 'Improved Initiative',
  desc		: 'You gain a +4 feat bonus to initiative checks.',
  summary	: '+4 (feat) to initiative'
};

text.Feats.Warlord.InspiredRecovery  = { title: 'Inspired Recovery',
  prerequisite	: text.Features.Warlord.InspiringPresence.title,
  desc		: 'When an ally who can see you spends an action point to gain an extra standard action, that ally can roll a saving throw as a free action, adding your Charisma modifier to the roll.',
  feature	: 'D Ally spending AP to act also get bonus saving throw at {{chaM||bonus}}. Ally must see you.'
};

text.Feats.Heroic.JackOfAllTrade	= { title: 'Jack of All Trade',
  prerequisite: 'Int 13',
  desc	: 'You gain a +2 feat bonus to all untrained skill checks',
  summary	: '+2 (feat) to all untrained skills'
};

text.Feats.Ranger.LethalHunter = { title: 'Lethal Hunter',
  prerequisite	: text.Features.Ranger.HuntersQuarry.title,
  desc		: 'The extra damage dice from your Hunter\'s Quarry class feature increase from d6s to d8s.',
  summary	: 'Hunter\'s Quarry improves to d8',
  find	: /d6\b/g,
  replace	: 'd8'
}

text.Feats.Elf.LightStep = { title: 'Light Step',
  desc		: 'For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. ' +
  'Add 5 to the DC required to find or follow your tracks. If traveling with allies, you can share this benefit with up to five other characters.' +
  'You gain a +1 feat bonus to Acrobatics checks and Stealth checks.',
  feature	: 'M +1 hourly &amp; daily speed; you &amp; up to 5 allies gain +5 DC to be tracked',
  summary	: '+1 hourly &amp; daily speed; +5 DC to be tracked; +1 (feat) to Acrobatic &amp; Stealth'
};

text.Feats.Heroic.Linguist	= { title: 'Linguist',
  prerequisite: 'Int 13',
  desc	: 'Learn three new languages. You can speak, read, and write those languages fluently.<br>' +
          'You can take this feat more than once. Each time you select this feat, choose three new languages to learn.',
  summary	: 'Learn three new languages'
};

text.Feats.Heroic.LongJumper = { title: 'Long Jumper',
  prerequisite: 'Trained in Athletics',
  desc		: 'You can make all long jumps as if you had a running start. You also gain a +1 feat bonus to Athletics checks.',
  feature	: 'M Can long jump as if had running start',
  summary	: 'Long Jump as if had running start; +1 (feat) to Athletic'
};

text.Feats.Halfling.LostInTheCrowd = { title: 'Lost in the Crowd',
  desc		: 'You gain a +2 bonus to AC when you are adjacent to at least two enemies larger than you.',
  feature	: 'D +2 (untyped) AC when adjacent to 2 enemies larger then you'
};

text.Feats.Heroic.MountedCombat = { title: 'Mounted Combat',
  desc		: 'When you ride a creature, you gain access to any special mount abilities it confers to its rider.' +
            'While you are riding a creature, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your base skill check bonus rather than its own if yours is higher.',
  feature	: 'C Gain mounted abilities; Mount may Athle/Acro/Endur/Stealth at your bonus'
};

text.Feats.Heroic.NimbleBlade = { title: 'Nimble Blade',
  prerequisite: 'Dex 15',
  desc		: 'When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.',
  feature	: 'A +1 (untyped) with light blade when have CA'
};

text.Feats.Fighter.PotentChallenge = { title: 'Potent Challenge',
  prerequisite	: 'Con 15, ' + text.Features.Fighter.CombatChallenge.title,
  desc		: 'If you hit a foe with an attack granted by your Combat Challenge class feature, add your Constitution modifier to the damage roll.',
  special	: 'This benefit applies only to attacks made with two-handed weapons.',
  summary	: 'Combat Challenge +Con damage for two-handed weapons',
  find	: /\.$/,
  replace	: '. Add Con modifier damage if wielding two-handed weapons.'
}

text.Feats.Heroic.PowerAttack = { title: 'Power Attack',
  prerequisite: 'Str 15',
  desc		: 'When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or +3 with a two-handed weapon). This extra damage doubles in paragon tier and triples in epic tier.',
  feature	: 'A -2 melee attack roll for +{{2+2*chr.counts.tier;}} (untyped) damage (+{{3+3*chr.counts.tier;}} if two-handed)'
};

text.Feats.Heroic.PowerfulCharge = { title: 'Powerful Charge',
  prerequisite: 'Str 13',
  desc		: 'When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.',
  feature	: 'A +2 (untyped) damage / bull rush when charging'
};

text.Feats.Ranger.PreciseHunter = { title: 'Precise Hunter',
  prerequisite	: 'Wis 15, ' + text.Features.Ranger.HuntersQuarry.title,
  desc		: 'When you score a critical hit against the target of your Hunter\'s Quarry with a ranged attack, your allies gain a +1 bonus to attack rolls against that target until the start of your next turn.',
  feature	: 'A If ranged crit quarry, allies +1 attack against it until start of your next turn'
}

text.Feats.Rogue.PressTheAdvantage = { title: 'Press the Advantage',
  prerequisite	: 'Cha 15',
  desc		: 'If you score a critical hit while you have combat advantage, you gain combat advantage against the target until the end of your next turn.',
  feature	: 'A When crit with CA, the CA last until end of your next turn.'
}

text.Feats.Heroic.QuickDraw = { title: 'Quick Draw',
  prerequisite: 'Dex 13',
  desc		: 'You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object.  You also gain a +2 feat bonus to initiative checks.',
  feature	: 'C Draw weapon/object as part of the action to use it',
  summary	: 'Draw weapon/object as part of the action to use it; +2 (feat) to Initiative'
};

text.Feats.Heroic.RagingStorm = { title: 'Raging Storm',
  prerequisite: 'Con 13, Dex 13',
  desc		: 'You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or thunder keyword.<br>At 11th level, this bonus increases to +2. At 21st level, it increases to +3.',
  summary	: '+{{chr.counts.tier+1;}} feat bonus to damage roll with lightning/thunder power'
};

text.Feats.Heroic.RitualCaster	= { title: 'Ritual Caster',
  prerequisite	: 'Trained in Arcana or Religion',
  desc		: 'You can master and perform rituals of your level or lower. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.',
  summary	: 'Perform rituals of your level or lower.'
};

text.Feats.Heroic.ShieldProficiencyLight = { title: 'Shield Proficiency (Light)',
  prerequisite: 'Str 13',
  desc		: 'Gain proficiency with light shields.'
};

text.Feats.Heroic.ShieldProficiencyHeavy = { title: 'Shield Proficiency (Heavy)',
  prerequisite: 'Str 15, ' + text.Feats.Heroic.ShieldProficiencyLight.title,
  desc		: 'Gain proficiency with heavy shields.'
};

text.Feats.Fighter.ShieldPush = { title: 'Shield Push',
  prerequisite: text.Features.Fighter.CombatChallenge.title,
  desc		: 'If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.',
  summary	: 'Push 1 square after hit with Challenge',
  special	: 'You must carry a shield to benefit from this feat',
  find	: /\.$/,
  replace	: '. You push the target 1 square. '
};


text.Feats.Heroic.SkillFocus	= { title: 'Skill Focus',
  options: 'Skill',
  desc    : 'Choose a skill in which you have training. You have a +3 feat bonus to checks with that skill.',
  summary	: '+3 (feat) with chosen skill'
};

text.Feats.Heroic.SkillTraining	= { title: 'Skill Training',
  options: 'Skill',
  desc    : 'You gain training in one skill. The skill need not be on your class skill list.',
  summary	: ' Gain training in chosen skill'
};

text.Feats.Heroic.SureClimber = { title: 'Sure Climber',
  prerequisite: 'Trained in Athletics',
  desc		: 'A successful Athletics check allows you to climb at your normal speed, rather than half speed.  You also gain a +1 feat bonus to Athletics checks.',
  feature	: 'M Climb at normal speed instead of half speed',
  summary	: 'Climb at normal speed instead of half speed; +1 (feat) to Athletics'
};

text.Feats.Rogue.SurpriseKnockdown = { title: 'Surprise Knockdown',
  prerequisite: 'Str 15',
  desc		: 'If you score a critical hit while you have combat advantage, you knock the target prone.',
  feature	: 'A A crit with CA knocks down target'
};

text.Feats.Warlord.TacticalAssault = { title: 'Tactical Assault',
  prerequisite: 'Str 15',
  desc		: 'When an ally who can see you spends an action point to make an attack, the attack\'s damage roll gains a bonus equal to your Intelligence modifier.',
  feature	: 'A Ally AP attack gains +{{intM}} to damage rolls'
};

text.Feats.Heroic.Toughness	= { title: 'Toughness',
  desc	: 'Gains an additional 5 hp per tier'
};

text.Feats.Heroic.TwoWeaponFighting = { title: 'Two-Weapon Fighting',
  prerequisite: 'Dex 13',
  desc		: 'While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.',
  summary	: '+1 (untyped) damage to main weapon when dual wielding'
};

text.Feats.Heroic.TwoWeaponDefense = { title: 'Two-Weapon Defense',
  prerequisite: 'Dex 13, '+text.Feats.Heroic.TwoWeaponFighting,
  desc		: 'While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.',
  feature	: 'D Dual wield grants +1 (shield) AC and Reflex {{chr.equipments.melee.selection && chr.equipments.offhand.selection ? "(accounted for)" : "";}}',
  summary	: 'Duel wield grants +1 (shield) AC and Reflex'
};

text.Feats.Heroic.WeaponFocus = { title: 'Weapon Focus',
  options: 'Weapon Group',
  desc		: 'Choose a specific weapon group. You gain a +1 feat bonus per tier to damage rolls with your chosen weapon group.',
  special : 'You can take this feat more than once. Each time you select this feat, choose another weapon group.',
  summary	: '+{{1+chr.counts.tier;}} (feat) damage with chosen weapon group'
};

text.Feats.Heroic.WeaponProficiency = { title: 'Weapon Proficiency',
  options: 'Weapon',
  desc		: 'You gain proficiency in a single weapon of your choice.',
  special : 'You can take this feat more than once. Each time you select this feat, choose another weapon.',
  summary	: 'Proficiency with chosen weapon '
};

text.Feats.Heroic.Wintertouched = { title: 'Wintertouched',
  desc		: 'When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.',
// A: Attack, D: Defense, C: Combat, S: Skill, M: Movement, O: Other
  feature	: 'A Gains CA with cold powers if attacked target is vulnerable to cold'
};



text.Feats.Multiclass.InitiateOfTheFaith = { title: 'Multiclass Cleric',
  prerequisite: 'Wis 13',
  desc		: 'You gain training in Religion.  You can use Healing Word once per day. You can use a holy symbol as an implement when using a cleric power or a cleric paragon path power.',
  summary	: 'Religion, Healing Word 1/day'
};
text.Feats.Multiclass.InitiateOfTheSword = { title: 'Multiclass Fighter',
  prerequisite: 'Str 13',
  desc		: 'You gain training in one of fighter\'s class skill. Choose either one-handed melee weapons or two-handed melee weapons. Once per encounter as a free action, you add +1 bonus to next attack roll you make with such a weapon. No matter hits or misses, you mark the target until end of your next turn.',
  summary	: 'One Fighter skill, Mark an enemy 1/encounter',
  feature	: 'C (free) Once per encounter, +1 bonus to next attack roll with talented weapon. Mark the target until end of your next turn.',
  option	: 'Weapon Talent',
  options2	: 'Skill'
};
text.Feats.Multiclass.SoldierOfTheFaith  = { title: 'Multiclass Paladin',
  options2	: 'Skill',
  prerequisite: 'Str 13, Cha 13',
  desc		: 'You gain training in one of paladin\'s class skill.  You can use Divine Challenge once per encounter. You can use a holy symbol as an implement when using a paladin power or a paladin paragon path power.',
  summary	: 'One Paladin skill, Divine Challenge 1/encounter'
};
text.Feats.Multiclass.WarriorOfTheWild   = { title: 'Multiclass Ranger',
  prerequisite: 'Str 13 or Dex 13',
  desc		: 'You gain training in one of ranger\'s class skill.  You can use Hunter\'s Quarry once per encounter.',
  summary	: 'One Ranger skill, Hunter\'s Quarry 1/encounter',
  options2	: 'Skill',
  find		: 'Designate ',
  replace	: 'Once per encounter, designate '
};
text.Feats.Multiclass.SneakOfShadows   = { title: 'Multiclass Rogue',
  prerequisite: 'Dex 13',
  desc		: 'You gain training in Thievery.  You can use Sneak Attack once per encounter.',
  summary	: 'Thievery, Sneak Attack 1/encounter',
  find		: 'Once per round, if ',
  replace	: 'Once per encounter, if '
};
text.Feats.Multiclass.PactInitiate   = { title: 'Multiclass Warlock',
  prerequisite: 'Cha 13',
  desc		: 'You gain trainingin one of warlock\'s class skill.  Choose a warlock pact. You gain the pact\'s at-will power as an encounter power, and you can pursue the warlock paragon path based on that pact. You can use a rod, wand, or pact blade as an implement when using a warlock power or a warlock paragon path power.',
  summary	: 'One Warlock skill, pact\' at-will 1/encounter',
  options	: 'Pact',
  options2	: 'Skill',
  Fey		: 'Fey',
  Infernal	: 'Infernal',
  Star		: 'Star'
};
text.Feats.Multiclass.StudentOfBattle = { title: 'Multiclass Warlord',
  prerequisite: 'Str 13',
  desc		: 'You gain training in one of warlord\'s class skill. Once per day, you can use Inspiring Word.',
  summary	: 'One Warlord skill, Inspiring Word 1/day',
  options2	: 'Skill'
};
text.Feats.Multiclass.ArcaneInitiate = { title: 'Multiclass Wizard',
  prerequisite: 'Int 13',
  desc		: 'You gain training in Arcana.  Choose a 1st-level wizard at-will power to use once per encounter.   You can use an orb, staff, or wand as an implement when using a wizard power or a wizard paragon path power.',
  summary	: 'Arcana, chosen atwill 1/encounter',
  options	: 'Power'
};

text.Feats.Multiclass.NovicePower = { title: 'Multiclass Encounter',
  prerequisite: 'Any class-specific multiclass feat, 4th level',
  desc		: 'You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.',
  summary	: 'Swap 1 encounter attack power'
};
text.Feats.Multiclass.AcolytePower = { title: 'Multiclass Utility',
  prerequisite: 'Any class-specific multiclass feat, 8th level',
  desc		: 'You can swap one utility attack power you know for one utility power of the same level or lower from the class you multiclassed into.',
  summary	: 'Swap 1 utility attack power'
};
text.Feats.Multiclass.AdeptPower = { title: 'Multiclass Daily',
  prerequisite: 'Any class-specific multiclass feat, 10th level',
  desc		: 'You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.',
  summary	: 'Swap 1 daily attack power'
};

text.Feats.Heroic.ASDF = { title: 'ASDF',
  prerequisite: '',
  desc		: '',
// A: Attack, D: Defense, C: Combat, S: Skill, M: Movement, O: Other
  feature	: '',
  summary	: ''
};



/***************** EQUIPMENTS *****************/
text.Equipment = {
  BaseArmour : {},
  BaseWeapon : {}
};

text.slot_natural	= 'Natural Weapon';
text.slot_melee	= 'Melee Weapon';
text.slot_offhand	= 'Off-hand Melee';
text.slot_ranged	= 'Ranged Weapon';

text.slot_body	= 'Body';
text.slot_arms	= 'Arms';

text.eq_unproficient	= '(Unproficient)';
text.eq_checkPenalty	= 'Check';

text.base_armour	= 'Armor';
text.armour_prof	= 'Armor Proficiency';
text.base_weapon	= 'Weapon';
text.weapon_prof	= 'Weapon Proficiency';

text.weapon_simple	= 'Simple Weapon';
text.weapon_improvised	= 'Improvised Weapon';
text.weapon_military	= 'Military Weapon';
text.weapon_superior	= 'Superior Weapon';

text['weapon_improvised melee']	= 'Improvised Melee';
text['weapon_improvised ranged']	= 'Improvised Ranged';
text['weapon_simple melee'] = 'Simple Melee';
text['weapon_simple ranged']	= 'Simple Ranged';
text['weapon_military melee']	= 'Military Melee';
text['weapon_military ranged']	= 'Military Ranged';
text['weapon_superior melee']	= 'Superior Melee';
text['weapon_superior ranged']	= 'Superior Ranged';

text['weapon_military lightblade']	= 'Military Light-blade';
text['weapon_military heavyblade']	= 'Military Heavy-blade';


text.weapon_axe		= 'Axe';
text.weapon_bow		= 'Bow';
text.weapon_crossbow	= 'Crossbow';
text.weapon_flail	= 'Flail';
text.weapon_hammer	= 'Hammer';
text.weapon_heavyblade	= 'Heavy-Blade';
text.weapon_lightblade	= 'Light-Blade';
text.weapon_mace	= 'Mace';
text.weapon_pick	= 'Pick';
text.weapon_polearm	= 'Polearm';
text.weapon_sling	= 'Sling';
text.weapon_spear	= 'Spear';
text.weapon_staff	= 'Staff';
text.weapon_unarmed	= 'Unarmed';

text.weapon_ranged	= ' '; // Empty to prevents displayed in weapon class
text.weapon_thrown	= ' '; // Empty to prevents displayed in weapon class


text.weapon_heavythrown	= 'Heavy-Thrown';
text.weapon_lightthrown	= 'Light-Thrown';
text.weapon_highcrit	= 'High-Crit';
text.weapon_loadfree	= 'Load free';
text.weapon_loadminor	= 'Load minor';
text.weapon_offhand		= 'Off-hand';
text.weapon_reach		= 'Reach';
text.weapon_small		= 'Small';
text.weapon_versatile	= 'Versatile';

text.hand_howmany	= 'Hands';
text.hand_1_handed	= 'One-handed';
text.hand_2_handed	= 'Two-handed';

/*
text.armour_light	= 'Light armour';
text.armour_heavy	= 'Heavy armour';
text.shield_light	= 'Light shield';
text.shield_heavy	= 'Heavy shield';
*/

text.Equipment.BaseArmour.Cloth = { title: 'Cloth armour',
  desc: 'Jackets, mantles, woven robes, and padded vests don\'t, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn\'t slow you down or hinder your movement at all. All characters are proficient with cloth armor.'
};

text.Equipment.BaseArmour.Leather = { title: 'Leather armor',
  desc: ''
};

text.Equipment.BaseArmour.Hide = { title: 'Hide armor',
  desc: ''
};

text.Equipment.BaseArmour.Chain = { title: 'Chainmail',
  desc: ''
};

text.Equipment.BaseArmour.Scale = { title: 'Scale mail',
  desc: ''
};

text.Equipment.BaseArmour.Plate = { title: 'Plate mail',
  desc: ''
};

text.Equipment.BaseArmour.LightShield = { title: 'Light Shield',
  desc: ''
};

text.Equipment.BaseArmour.HeavyShield = { title: 'Heavy Shield',
  desc: ''
};



text.Equipment.BaseWeapon.Club = { title: "Club",
  desc: ''
};
text.Equipment.BaseWeapon.Dagger = { title: "Dagger",
  desc: ''
};
text.Equipment.BaseWeapon.Javelin = { title: "Javelin",
  desc: ''
};
text.Equipment.BaseWeapon.Mace = { title: "Mace",
  desc: ''
};
text.Equipment.BaseWeapon.Sickle = { title: "Sickle",
  desc: ''
};
text.Equipment.BaseWeapon.Spear = { title: "Spear",
  desc: ''
};
text.Equipment.BaseWeapon.Greatclub = { title: "Greatclub",
  desc: ''
};
text.Equipment.BaseWeapon.Morningstar = { title: "Morningstar",
  desc: ''
};
text.Equipment.BaseWeapon.Quarterstaff = { title: "Quarterstaff",
  desc: ''
};
text.Equipment.BaseWeapon.Scythe = { title: "Scythe",
  desc: ''
};

text.Equipment.BaseWeapon.Battleaxe = { title: "Battleaxe",
  desc: ''
};
text.Equipment.BaseWeapon.Flail = { title: "Flail",
  desc: ''
};
text.Equipment.BaseWeapon.Handaxe = { title: "Handaxe",
  desc: ''
};
text.Equipment.BaseWeapon.Longsword = { title: "Longsword",
  desc: ''
};
text.Equipment.BaseWeapon.Scimitar = { title: "Scimitar",
  desc: ''
};
text.Equipment.BaseWeapon.ShortSword = { title: "Short Sword",
  desc: ''
};
text.Equipment.BaseWeapon.ThrowingHammer = { title: "Throwing Hammer",
  desc: ''
};
text.Equipment.BaseWeapon.Warhammer = { title: "Warhammer",
  desc: ''
};
text.Equipment.BaseWeapon.WarPick = { title: "War Pick",
  desc: ''
};

text.Equipment.BaseWeapon.Falchion = { title: "Falchion",
  desc: ''
};
text.Equipment.BaseWeapon.Glaive = { title: "Glaive",
  desc: ''
};
text.Equipment.BaseWeapon.Greataxe = { title: "Greataxe",
  desc: ''
};
text.Equipment.BaseWeapon.Greatsword = { title: "Greatsword",
  desc: ''
};
text.Equipment.BaseWeapon.Halberd = { title: "Halberd",
  desc: ''
};
text.Equipment.BaseWeapon.HeavyFlail = { title: "Heavy Flail",
  desc: ''
};
text.Equipment.BaseWeapon.Longspear = { title: "Longspear",
  desc: ''
};
text.Equipment.BaseWeapon.Maul = { title: "Maul",
  desc: ''
};

text.Equipment.BaseWeapon.BastardSword = { title: "Bastard Sword",
  desc: ''
};
text.Equipment.BaseWeapon.Katar = { title: "Katar",
  desc: ''
};
text.Equipment.BaseWeapon.Rapier = { title: "Rapier",
  desc: ''
};
text.Equipment.BaseWeapon.SpikedChain = { title: "Spiked Chain",
  desc: ''
};

text.Equipment.BaseWeapon.AnyOne = { title: "Any (One-handed)",
  desc: ''
};
text.Equipment.BaseWeapon.Unarmed = { title: "Unarmed",
  desc: ''
};
text.Equipment.BaseWeapon.AnyTwo = { title: "Any (Two-handed)",
  desc: ''
};

text.Equipment.BaseWeapon.HandCrossbow = { title: "Hand Crossbow",
  desc: ''
};
text.Equipment.BaseWeapon.Sling = { title: "Sling",
  desc: ''
};
text.Equipment.BaseWeapon.Crossbow = { title: "Crossbow",
  desc: ''
};
text.Equipment.BaseWeapon.Longbow = { title: "Longbow",
  desc: ''
};
text.Equipment.BaseWeapon.Shortbow = { title: "Shortbow",
  desc: ''
};
text.Equipment.BaseWeapon.Shuriken = { title: "Shuriken",
  desc: ''
};
text.Equipment.BaseWeapon.AnyLight = { title: "Any (Light thrown)",
  desc: ''
};
text.Equipment.BaseWeapon.AnyHeavy = { title: "Any (Heavy thrown)",
  desc: ''
};

/***************** CHARACTER SHEETS *****************/
text.Sheets = {
  gp	: 'gp',
  pp	: 'pp',
  xp	: 'xp',
  money	: 'Money',
  height: 'Height',
  weight: 'Weight'
}

text.Sheets.SafeText = {
  title	: 'Plain text',
  healingsurge_connector	: ' x ',
  ability_separator	: ['', ' | ', ' | '],
  defense_separator	: ['&nbsp;', ' -+- ', ' --+- ', ' -+- '],
  power_separator	: ['', ' -------- ', ' (', ', ', ')<br>========================='],//'&gt;&gt;&gt; ', ' &lt;&lt;&lt; ', ' ', ''],
  power_section_separator	: ['--- ', ' ----------', '====================<br>', '=========================<br>'],
  attack_connector	: ' --&gt; ',
  target_area_connector	: ' in '
};

text.Sheets.FancyText = {
  title: 'Fancy text'

}

text.ui_sheet_not_loaded	= 'Template not loaded';
text.ui_sheet_loaded		= 'Template loaded';
text.ui_sheet_cannot_load	= 'Cannot load template.';
text.ui_sheet_loading		= 'Loading template';
text.ui_sheet_processing	= 'Processing Template';