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- FIRE EMBLEM CLASSES FOR PATHFINDER (I'm bored)
- Myrmidon/Master Swordsman(Fighter archetype)
- Proficiencies: A Myrmidon is proficient with all simple weapons and any martial or exotic weapons belonging to the light blades group. Myrmidons are proficient with light armor and aren't proficient with shields. This replaces the fighter's proficiencies.
- Skills: A Myrmidon gains Acrobatics and Bluff as class skills.
- Duelist's Blow(Ex) - At 2nd level, a myrmidon learns to befuddle opponents with her sword strikes, hampering their ability to retaliate. Whenever a myrmidon strikes a creature with a weapon belonging to the light blades group, that creature takes a -1 penalty to attack rolls targeting the myrmidon. This penalty increases by 1 every four levels after 2nd, up to a maximum of -5 at 18th level. This replaces bravery.
- Grace: At 3rd level, the myrmidon learns how to evade blows gracefully. As long as she's wearing light or no armor and carries no more than a light load, the myrmidon gains a +1 dodge bonus to her AC. This bonus increases by 1 every four levels after 3rd, up to a maximum of +5 at 19th level. This replaces armor training and armor mastery.
- Astra(Ex) - At 11th level, a Myrmidon has mastered the art of the blade, and gains the title of Master Swordsman. A Myrmidon can perform an Astra attack with a melee weapon of the light blades group as a full-round action, attacking five times at her maximum base attack bonus - 5. Attacks performed with Astra inflict damage as if the Myrmidon had rolled the minimum value on her weapon's damage dice. The Myrmidon is staggered for 1 round after performing Astra.
- At 15th and 19th level, the penalty on the attack rolls for Astra is reduced by 1. This replaces the bonus feats obtained at 12th, 16h and 18th level.
- Weapon Master - A Myrmidon must select a weapon from the light blades weapon group for this feature.
- Soldier/Halberdier (Fighter archetype)
- Backbone(Ex) - At 2nd level a soldier gains a +1 bonus to her CMD against trip, bull rush and reposition combat maneuvers. This bonus increases by 1 every four levels after 2nd. This replaces bravery.
- Hold the Line(Ex) - At 6th level, whenever the Soldier hits a creature of her size or smaller with an attack of opportunity, she can attempt a combat maneuver check as an immediate action. If the maneuver is successful, the target immediately stops her movement and cannot physically move from that position until the end of the Soldier's next turn. At 14th level, using this ability becomes a free action. This replaces the bonus fighter combat feats gained at 6th and 14th level.
- Camaraderie(Ex) - At 11th level, a Soldier has become adept at fighting in formation and assisting her comrades, gaining the rank of Halberdier. Whenever a Soldier successfully aids another to improve an ally's attack roll and that ally's attack hits, the target of the attack provokes an attack of opportunity from the soldier. This replaces the bonus fighter combat feat gained at 10th level.
- Brute Fighter/Brute Warrior(Fighter archetype)
- Proficiencies: A Brute Fighter is proficient in all simple weapons, as well as any martial or exotic weapons in the axe, close and bow weapon groups. A Brute Fighter is proficient in light and medium armor, but not in heavy armor or shields. This alters the fighter's proficiencies.
- Ponderous Strike(Ex) - At 1st level, a Brute Fighter gains Power Attack as a bonus feat even if she doesn't meet the prerequisites. This replaces the 1st level fighter bonus combat feat.
- Shove(Ex) - At 3rd level, a Brute Fighter gains Improved Bull Rush as a bonus feat. If she pushes the target of her bull rush into a solid barrier, that creature takes 1d6 damage plus the Brute Fighter's Strength modifier and falls prone. If the target hits another creature, each takes half of that damage. This damage increases by 1d6 every four levels after 3rd, for a maximum of 5d6 + the Brute Fighter's Strength modifier at level 19. This replaces armor training and armor mastery.
- Gamble(Ex) - At 11th level a Brute Fighter has become a notorious, dread-inspiring adversary, and is known as a Brute Warrior. When using Power Attack, she can choose to double her penalty from the feat and forego any effect that would mitigate or negate that penalty. If she does, the critical threat range of her attacks increases by 1 (from 20 to 19-20, from 19-20 to 18-20, and from 18-20 to 17-20). This is applied before effects such as the Keen weapon enchantment or Improved Critical feat.
- Mercenary/Hero (Ranger archetype)
- Weapon Bond(Ex) - At 5th level, a Mercenary can temporarily focus on one weapon to draw out its full potential. This functions as per the Divine Bond of a paladin of the Mercenary's level, except the properties that can be added to the weapon are Flaming, Shock, Corrosive, Keen, Frost, Vicious, Speed and Bane. If the Mercenary uses Weapon Bond to add the Bane property to her weapon, she must select a type of creature she has selected as her favored enemy. Every four levels past 5th, the Mercenary can use Weapon bond one more time per day, up to a maximum of four times per day at 17th level. This replaces Hunter's Bond and spellcasting.
- Uncanny Dodge(Ex) - At 7th level, a Mercenary gains uncanny dodge as the barbarian’s class feature. This replaces woodland stride.
- Vantage(Ex) - At 11th level, a Mercenary's brawn and cunning are hard to match, and she gains the moniker of Hero. A creature the Mercenary selects as her quarry provokes an attack of opportunity from her whenever it attacks her with a melee or ranged weapon. This replaces but otherwise functions as quarry.
- Improved Uncanny Dodge(Ex) - At 12th level, a Mercenary gains improved uncanny dodge as the barbarian's class feature. This replaces camouflage.
- Strong Riposte(Ex) - At 17th level, attacks of opportunity the Mercenary takes as part of her Vantage ability gain a +4 bonus to their attack and damage rolls. This replaces improved quarry.
- Archer/Sniper (Ranger archetype)
- Shear Wings(Ex) - An archer is adept at shooting down flying creatures, and gains a +2 bonus on attack and damage rolls with ranged weapons against creatures using wings to fly, and to the DC of the Fly check for those creatures to not lose altitude when hit. These bonuses increase by +2 at 5th level and every five levels thereafter. This replaces favored enemy.
- Archery Specialist(Ex) - An archer must select Archery or Crossbow as her combat style. This alters Combat Style
- Opening Shot(Ex) - At 4th level, whenever an archer hits a creature against which he gained the benefit of her Shear Wings ability, she can as an immediate action give all allies within 30 feet who can hear and see her a bonus equal to half of her Shear Wings bonus to attack and damage rolls against that creature for a number of rounds equal to her Wisdom modifier (minimum 1). An archer can only designate one target at a time. This replaces hunter's bond.
- Deadeye(Su) - At 11th level, an archer's reflexes and aim are unparalleled, and she may call herself a Sniper. As a full-round action, the archer may focus all her attention on a single attack with a ranged weapon. She rolls as many attacks as she would have with a full attack, from the highest to the lowest attack bonus: the attack hits if at least one of the attack rolls is a hit, and for every hit after the first the damage of the attack increases by her weapon's damage die. If any of the attacks threatens a critical hit, the archer rolls a single confirmation roll at her highest attack bonus -5: this penalty is reduced by 1 for every attack roll that threatens a critical hit after the first. If two or more of the attack rolls hit, the target must make a Fortitude saving throw (DC = 10 + half the archer's level + the archer's Wisdom modifier) or be dazed for 1 round; if the attack resulted in a critical hit, the target is instead stunned for 1d4 rounds on a failed save. A target cannot be dazed or stunned by this ability again for one hour whether she passes or fails the save. This ability replaces quarry.
- Thunderous Missile(Su) - At 19th level, whenever an archer uses her Deadeye ability and hits with two or more of the attack rolls, the duration of the inflicted condition is increased to 1d4+1 turns. Moreover, the target only becomes immune to Deadeye's added condition for 1 minute after making the save. This replaces improved quarry.
- Thief/Assassin (Rogue Archetype)
- Steal(Ex) - At 1st level, a Thief gains a +1 bonus to Sleight of Hand checks to pickpocket or take items unnoticed and to Steal and Disarm combat maneuver checks. This bonus increases by 1 every 3 levels, up to a maximum of +7 at level 18. A thief gains sneak attack at 3rd level and it increases every 3 levels thereafter. This replaces sneak attack.
- Fast Movement(Ex) - At 2nd level, as long as she's wearing light or no armor and carrying no more than a light load, a thief's base land speed is increased by 10 feet. This bonus increases to 20 feet at 12th level. This replaces the 2nd and 12th level rogue talents.
- Gold Sense(Sp) - At 4th level, a thief can, as a move action, observe a closed container or a creature to gauge the container's contents or the creature's belongings, attempting an Appraise check with a DC equal to the container's break DC or 10 + the creature's hit dice. If successful, she learns if the container or the creature hold the following: valuable nonmagical objects worth 500 gp or more, consumable magic items, minor magic items, medium magic items, major magic items. If a creature is overtly wearing or carrying such items, the thief also identifies those items as such. Physical barriers and magical effects that would block Detect Magic block this ability. This replaces the 4th level rogue talent.
- Mug(Ex) - At 6th level, a thief can take advantage of an opening to rob her target. When she would deal sneak attack damage to an opponent, she can forego the extra damage to perform a steal or disarm combat maneuver as an immediate action, with a bonus to the check equal to the number of sneak attack dice she would have rolled. This replaces the 6th level rogue talent.
- Lethality(Ex) - At 11th level, a thief has learned to decimate opponents with a single swift strike, and earns the accolade of assassin. Whenever she scores a critical hit with a weapon, she also deals her sneak attack damage. If that attack would have dealt sneak attack damage, that damage is instead multiplied by her weapon's critical damage multiplier. This replaces the 10th level rogue talent.
- Silencer(Ex) - At 20th level, the thief's killing potential is truly realized. Whenever she threatens a critical hit with a weapon, it is automatically confirmed. However, only critical hits that would deal sneak attack damage trigger the rogue's master strike ability. This alters master strike.
- Wyvern Rider/Wyvern Lord (Cavalier archetype)
- Wyvern Mount - A Wyvern Knight gains a Wyvern as a mount. A Wyvern Knight can always use her Handle Animal skill to handle her wyvern, even though it is a dragon. This replaces order and alters mount.
- Wyvern Mount stats
- Speed: 20 ft, fly 60 ft(poor), AC +3 Natural Armor, Attack Bite(1d8), 2 wings(1d6);
- Ability scores Str 14 Dex 10 Con 16 Int 7 Wis 12 Cha 9
- Special Qualities: Darkvision 60 ft, lowlight vision, scent
- 7th Level Advancement
- Str +2, Con +2; fly 60 ft(average); Attacks Bite(1d8), 2 wings(1d6), stinger(1d6+poison), Special Attacks poison (frequency 1 round [6], effect 1d4 Con damage, cure 1 save)
- Canto(Ex) - At 3rd level, whenever a Wyvern Rider or her mount hits a creature with a melee attack, she can attempt a reposition combat maneuver against it as an immediate action. If the maneuver is successful, the wyvern rider can choose to move the target to a space she occupies, in which case she immediately moves to the target's previously occupied space. This replaces cavalier's charge.
- Quick Burn(Su) - At 11th level, a Wyvern Rider has mastered her knowledge of wyvern-back combat to the point of earning the rank of Wyvern Lord. Whenever the Wyvern Rider is mounted and rolls for initiative, she and her mount gain the benefits of Haste for a number of rounds equal to half her class level, rounded down. This replaces mighty charge.
- Pegasus Knight/Falcon Knight (Cavalier archetype)
- Pegasus Mount - A Pegasus Knight gains a Pegasus as a mount. A Pegasus Knight can always use her Handle Animal skill to handle her pegasus, even though it is a magical beast. This replaces order and alters mount.
- Pegasus Mount stats
- Speed: 50 ft, fly 60 ft(average), AC +1 Natural Armor, Attacks Bite(1d3), 2 hooves*(1d6)
- Ability Scores Str 16 Dex 14 Con 14 Int 7 Wis 10 Cha 12
- Special Qualities: Darkvision 60 ft
- 7th Level Advancement
- Str +2, Dex +2; fly 60 ft(good); Spell-like abilities: at will - Detect Good, Detect Evil.
- Darting Blow(Ex) - At 3rd level, whenever a pegasus knight takes a full attack action with a melee weapon, she can make one additional attack at her full base attack bonus, taking a -2 penalty to all her attack rolls. This stacks with effects that allow her to take extra attacks such as Haste or the Speed weapon property. This replaces cavalier's charge.
- Galeforce(Ex) - At 11th level, a pegasus knight has become a scourge of the skies, earning the title of Falcon Knight. Whenever a mounted pegasus knight takes a full attack action and slays an enemy or reduces them to a dying state with a melee attack, she can move up to her mount's speed before rolling the rest of her attacks. This ability can be used until the total distance traversed by the pegasus knight since the beginning of her turn is equal to her mount's speed. This replaces mighty charge.
- Mage/Sage (Wizard archetype)
- Diminished Spellcasting: A Mage receives 2 fewer spell slots per level. If her number of spell slots for a given level is diminished to zero, she can't prepare or cast spells of that level.
- Tome Specialization(Ex): At 1st level, a mage can decide to specialize in one of three categories of magic: Light, Darkness or Anima. The mage obtains a +1 bonus to the DC and spell penetration checks when attacking with tomes of her specialization. These bonuses increase by 1 at 5th level and every 5 levels afterwards. Furthermore, every time a mage deals damage with a spell tome of her specialization, she deals 1 additional point of damage per die rolled.
- If a mage specializes in a type of tome, another type of tome becomes opposed to her:
- *If she picks anima, darkness is her opposed magic
- *If she picks light, anima is her opposed magic
- *If she picks darkness, light is her opposed magic.
- A mage cannot prepare tomes of her opposed category of magic and takes a -2 penalty to saving throws against attacks made by tomes of that category.
- This replaces arcane school.
- Tome Casting(Sp): When making her daily preparation, the Mage can prepare a tome from which she can cast magic in battle.
- Every day, she can prepare one tome plus one additional tome every 4 levels. Each tome has a number of uses equal to the Mage's Intelligence modifier. If a tome spell requires a saving throw, its DC is equal to 10 + half the Mage's level + the Mage's Intelligence modifier. Spells cast from these tomes count as 1st-level Evocation spells for purposes such as being dispelled, counterspelled or overcoming a Globe of Invulnerability, and have a caster level equal to the Mage's level. Metamagic can be applied to tome magic as long as the adjusted level of the spell is one the mage could normally cast, but for every +1 by which the metamagic would adjust the spell's level, the tome has 2 less uses; a mage can't apply metamagic to a tome if that would reduce its number of uses to 0.
- Every mage prepares her tomes in a unique way that is difficult to decipher for others. Someone attempting to cast from another mage's books must pass a Use Magic Device check with a DC equal to 15 + the mage's level or suffer a mishap as if she had failed to activate a scroll blindly. If the activating creature doesn't have the Tome Casting class feature, the DC increases by 5.
- Tomes are rather unstable, and the magic inside them only remains potent for 24 hours or until the mage next makes her daily preparations, whichever comes first.
- Blast(Anima): A small blast of elemental energy surrounds a target within 30 feet, dealing 1d6 damage. This damage is fire, cold or electricity: the mage chooses the type of damage when she prepares the tome. A successful Reflex save halves the damage.
- Flux(Darkness): A dark cloud engulfs a target within 30 feet, dealing 1d8 negative energy damage and blinding the target for 1 round. A successful Fortitude save halves the damage and negates the blindness.
- Lightning(Light): Smites the target with a ray of light. This is a ranged touch attack with a range of 30 feet that deals 1d6 divine damage on a hit.
- This replaces Arcane Bond.
- Advanced Tomes(Sp)
- At 11th level, a Mage has learned enough arcane secrets to gain the title of Sage and gains the ability to prepare Advanced tomes. Every Advanced tome counts as two tomes for the purpose of how many tomes the Sage can prepare each day and spells cast from them count as a 5th-level evocation spells.
- Elblast(Anima): A powerful blast of elemental energy surrounds a target within 30 feet, dealing 4d6 damage. This damage is fire, cold or electricity: the mage chooses the type of damage when she prepares the tome. A successful Reflex save halves the damage.
- Bolt(Anima): A long-ranged blast of elemental power strikes a target within 100 feet, dealing 3d6 damage. This damage is fire, cold or electricity: the mage chooses the type of damage when she prepares the tome. A successful Reflex save halves the damage.
- Dire Blast (Anima): A wide blast of elemental power strikes a 5-foot emanation from a target point within 30 feet, dealing 2d6 damage to creatures within the area. This damage is fire, cold or electricity: the mage chooses the type of damage when she prepares the tome. A successful Reflex save halves the damage.
- Miasma(Dark): Poisonous mist surrounds a target within 60 feet, dealing 4d8 negative energy damage to them and 1d2 Constitution damage. A successful Fortitude save halves the damage and negates the Constitution damage.
- Nosferatu(Dark): An eerie mist saps life force from a target within 30 feet and flies towards the caster, transferring it to her. The target takes 2d8 negative energy damage and the Mage heals the same amount of hit points. A successful Fortitude save halves the damage.
- Swarm(Dark): A swarm of insects coalesced from thick darkness appears in a 5-foot emanation centered on a target point within 30 feet, dealing 3d6 damage to creatures within the area and causing them to become nauseated for 1 round. This damage is treated as if originating from the attack of a swarm creature. A successful Fortitude save halves the damage and negates the nausea.
- Shine(Light): A ray of light strikes a creature. This is a ranged touch attack with a range of 60 feet that deals 3d6 divine damage on a hit. A target hit by this attack is illuminated by a bright light for 1d4 rounds, shedding light like a sunrod and taking a -10 penalty to Stealth checks. An invisible creature struck by the ray is visible as a faint outline, allowing sighted creatures to automatically know its position (it still benefits from concealment, but doesn't gain a +2 bonus to attack rolls or automatically catch targets flat-footed due to invisibility).
- Purge(Light): A cleansing light engulfs a 5-foot emanation centered on a point within 30 feet. Creatures in the area take 1d6 divine damage and are affected by dispel magic with a caster level equal to the mage's. A successful Will save halves the damage.
- Divine(Light): A pillar fo light surrounds a target within 30 feet, dealing 3d6 divine damage and rendering them staggered. A successful Will save halves the damage and prevents the stagger.
- Supreme Tomes (Sp)
- At 17th level, the Sage has mastered the art of battle magic, and can prepare and cast spells in Supreme Tomes. Every Supreme tome counts as four tomes for the purpose of how many tomes the Sage can prepare each day and spells cast from them count as a 7th-level evocation spells.
- Bolganone(Anima): A rift is created in the earth, spewing lava and superheated gases within a 30-foot spread centered on a point within 100 feet. All creatures within the area take 10d6 fire damage: a successful Reflex save halves the damage. Medium or smaller creatures on or adjacent to the center square are at risk of falling into the rift if they fail their Reflex save, and must attempt a second Reflex save to avoid falling in and taking 10d6 additional fire damage; creatures that are in the rift's square take a -4 penalty on this second save. The rift closes up immediately after the spell has been cast, releasing any creatures inside of it in the closest unobstructed space.
- Thoron (Anima): A massive ray of elemental force strikes every creature in a 60-foot line, dealing 15d6 electricity damage. A successful Reflex save halves the damage.
- Rexcalibur(Anima): An iceberg, 5 feet wide and 10 feet tall, appears in a target square within 60 feet. If there is a creature in that space, it must succeed at a Reflex save or be trapped within the iceberg, becoming helpless and starting to suffocate, taking 5d6 points of cold damage per round. The ice has hardness 0, 100 hit points and melts away on its own after 1 minute. Any time for the duration of this spell, the caster can, as a standard action, cause the iceberg to explode into a flurry of shearing winds and razor-sharp ice shards, dealing damage equal to the iceberg's remaining hit points to every creature within 10 feet of it: half of this damage is slashing and the other half is cold damage. Creatures struck can halve the damage with a successful Reflex save; creatures trapped within the iceberg when it gets destroyed can't attempt this save.
- Goetia(Dark): A rift opens to a hostile plane and dozens of claws lash out at a target within 60 feet. The target takes 10d8 negative energy damage. If the target is reduced to 0 hit points or less by the damage, the Sage can have the claws drag the victim through the rift on their way out, instantly slaying them and stranding their body (while leaving their gear and possession behind) on a hostile plane of the DM's choice as per Plane Shift, preventing any access to their corpse (for instance for resurrection) until it is located and retrieved. A successful Fortitude save halves the damage, though the victim can still be plane shifted away if reduced below 0 hit points by this damage.
- Banshee(Dark): A blood-curling scream fills a 20-feet radius emanation within 100 feet, dealing 8d8 negative energy damage to them and slowing them (as the slow spell) for 2d6 rounds. A successful Fortitude save halves the damage and negates the slowness.
- Fenrir(Dark): Vicious jaws of darkness snap at a target within 60 feet, attempting to grapple them. The jaws' CMB is equal to the Sage's caster level + the Sage's Intelligence modifier + 5. The jaws attempt to maintain the grapple every turn on the Sage's turn, and deal 5d6 bludgeoning, slashing and piercing damage and 5d6 negative energy damage every time they successfully grapple the target, including on the initial cast of the spell. The jaws disappear after 1 minute or when the target creature breaks free, whichever comes first.
- Ivaldi(Light): A blinding light shines down on a target within 60 feet, bringing down divine wrath. The target takes 10d6 divine damage and is blinded for 2d6 rounds: a succesful Will save halves the damage and negates the blindness. If this spell reduces the target to 0 hit points or less, its body is immediately disintegrated by heavenly fire, slaying it and leaving its intact gear behind.
- Rexaura(Light): Golden mist descends on a 20-foot spread centered on a point within 60 feet, which then explodes in a searing flash, with the luminous mist still clinging to the targets. Targets within the area take 8d6 divine damage and are outlined as per Glitterdust for 1 minute. A successful Will save halves the damage but doesn't negate the outlining.
- Abraxas(Light): An immensely powerful beam of light smites one target. This is a ranged attack roll with a range of 60 feet that deals 15d6 divine damage on a hit.
- Manakete (Barbarian archetype)
- Proficiencies: A Manakete is proficient with all simple weapons, and with all natural attacks of her dragon form. She is not proficient with any armor or shield. This alters the barbarian's proficiencies.
- Dragon Blood - A manakete is a unique creature. As such, she mantains none of the attributes of her race except for size, known languages and ability score adjustments. A manakete is a creature of the dragon type, possesses darkvision up to 60 feet and low-light vision, and is immune to sleep and paralysis effects. A character can't take manakete class levels unless it's already a manakete or takes it as her first class level.
- Dragon Stone(Su) - A manakete begins play with a dragon stone, a magical conduit used to assume and control her dragon form. A dragon stone has hardness 10 and 5 hit points per level and radiates an aura of transmutation with a caster level equal to the manakete's class level. Dragon stones can be enchanted with enhancement bonuses and special qualities as though they were a weapon: the natural attacks granted by the manakete's class features and dragon form gain the enhancement bonuses and special qualities of her dragon stone. If the dragon stone is ever lost or destroyed, the manakete can create a new one with a 24-hour ritual that requires a material component of 100 gp per class level.
- Humanoid Form - A manakete's humanoid form is weak and frail. A manakete's base scores for Strength, Dexterity and Constitution are all lowered by 2.
- Wings(Su) - In her humanoid form, a manakete can sprout draconic wings as a standard action, gaining a flight speed of 30 feet with poor maneuverability. A manakete flying in this way must end her turn on a surface capable of supporting her weight or immediately start falling, but can avoid falling damage with a DC 10 Fly check as normal. The wings can be dismissed as a free action. This replaces fast movement.
- Dragon Form(Sp) - While in possession of her dragon stone, a manakete can assume her dragon form as a free action, gaining the benefits of the spell Form of the Dragon I. The type of dragon is chosen at character creation and cannot be changed. While in dragon form, a manakete's breath weapon inflicts 1d4 damage per level and allows for a Reflex save (DC = 10 + half of the manakete's level + the manakete's Constitution modifier) to halve the damage. A manakete must wait 1d4 rounds after using her breath weapon again, even if she dismisses and resumes dragon form again. A manakete can assume her dragon form a number of rounds per day equal to her level plus her Constitution modifier.
- At 10th level, the manakete instead gains the benefits of Form of the Dragon II, and the damage of her breath weapon increases to 1d6 per level.
- At 16th level, she instead gains the benefits of Form of the Dragon III, and the damage of her breath weapon increases to 1d8 per level.
- This replaces rage, greater rage and mighty rage. A manakete's rage powers and indomitable will function while she is in dragon form.
- Draconic Foresight - At 3rd level and every 3 levels thereafter a manakete gains a +1 bonus on initiative rolls. Furthermore, from 3rd level onwards, a manakete can assume dragon form as a free action after rolling initiative. This replaces the barbarian's trap sense or the unchained barbarian's danger sense.
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