DRAGONBORN OF BAHAMUT
Gods wage war through mortal pawns, and
draconic deities are no different. Tiamat creates all sorts
of dragonlike beings to manifest her power in the world,
breeding warped creatures from her eggs. These evil entities
act as the Chromatic Dragon's agents. Of the other
draconic gods, only Bahamut stands between Tiamat and
her evil goals. The conflict between them has raged for
centuries. Those who know of this conflict refer to it as
the Dragonfall War.
The Platinum Dragon foreswore breeding creatures
to oppose Tiamat's spawn, instead accepting humanoid
volunteers to his righteous cause. He only takes those
truly dedicated to supporting his ideals and working
against vile draconic creatures. A potential recruit's past
actions matter little; all that counts is present and future
devotion to opposing Tiamat and her spawn. Some wrongdoers
have found redemption and purpose in becoming
Bahamut's servants.
Those willing to give themselves into Bahamut's care
and act as his emissaries in the mortal realms become
his daughters and sons. Such humanoids give up all
their former racial identity and are born anew. They
become dragonborn.
Dragonborn are powerful, majestic creatures that
resemble their adoptive father. They fight ceaselessly
against the spawn of Tiamat, gaining allies in the
Dragonfall War along the way. Dragonborn are great
leaders with clear purpose. They are often the motivating
nexus of an adventuring party.
The dragonborn children of Bahamut are a unique
race in that they are not born; they are reborn. Each
one enters the world as a half ling, an elf, a human, or
a member of some other humanoid race with all that
race's propensities and traits. Bahamut beckons to his
would-be followers, and those few who might choose
to serve him.
Most of those who hear the Platinum Dragon's call
discover it early, before they reach adolescence. A few
heed it after reaching adulthood and beginning their
careers. Not all who are called answer.
The call is a strange event that one must experience
to understand. It takes the form of a courteous mental
question, asking if one's heart and soul are able
and willing to undertake dedication to a noble and
arduous purpose - protecting the world from the
spawn of Tiamat.
Bahamut's call asks the chosen one if she
is willing to give herself over entirely to this
cause, giving up all that she was before to
transform into one of Bahamut's children.
This choice is never easy. The chosen
one is made aware of the many
sacrifices she must make, from
her racial identity to her family
and friends, even her
whole way of life.
The only reward for
those forfeitures is
service to the Platinum
Dragon and his
abiding love.
Noble. Draconic. Nearly every description
of a dragonborn includes those
two words. So thoroughly has a dragonborn
physically transformed that only
the framework of her former appearance
remains. Dragonborn are
always slightly bigger than most
other members of their original
race.
These servants of Bahamut
epitomize devotion to righteousness.
Their very appearance
gives an impression of virtuous
purpose. Dragonborn carry
themselves with good deportment,
seeing themselves as humanoid representations
of noble dragonkind.
When a dragonborn walks into an
inn, patrons' heads turn and eyes stare. What they see is
well worth a second glance. In every aspect of their presence,
dragonborn consciously act as emissaries of their
adoptive father, Bahamut.
DRAGONBORN RACIAL TRAITS
A dragonborn combines some of the racial traits of her
original race and her new form. Only those traits gained
from transformation are given here; see also the Mechanics
of Rebirth.
-
+2 Constitution, -2 Dexterity. Dragonborn are hearty
and healthy, but they are awkward in their newly adopted
bodies.
-
Humanoid (dragonblood): Dragonborn are humanoids
with the dragonblood subtype and any other subtypes
they had before undergoing the Rite of Rebirth. For
all effects related to race, a dragonborn is considered a
dragon and a member of her original race.
-
Age: After a dragonborn underoes the Rite of Rebirth,
she emerges as an adult creature regardless of her previous
age. If she lives for 200 years, she enters middle age.
-
+2 dodge bonus to Armor Class against creatures
of the dragon type. The dragonborn have an innate
sense of how best to defend themselves against their
potential enemies.
-
Immunity to Frightful Presence: Dragonborn are
immune to the frightful presence ability of dragons,
just as if they were dragons.
-
Draconic Aspect: Bahamut has blessed the dragonborn
with aspects combining some of the best attributes of
good dragons. Upon completing the Rite of Rebirth,
a dragonborn chooses which of the following three
aspects to manifest. Once the choice is made, it cannot
be changed.
-
Heart (Su): A dragonborn who chooses heart as
her draconic aspect gains a breath weapon. The breath
weapon is a bright, shining line that coruscates with
every metallic color. The line's length is 5 feet per Hit
Die the dragonborn has, up to a maximum of 100 feet at
20 HD. The breath weapon deals 1d8 points of damage,
plus an extra 1d8 points for each 3 HD the dragonborn
possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The
damage can be acid, cold, electricity, or fire, changing
on each use as the dragonborn chooses. A successful
Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con
modifier) halves the damage. A dragonborn can use her
breath weapon once every 1d4 rounds.
-
Mind (Ex): A dragonborn who selects the mind aspect
sharpens her senses, gaining immunity to paralysis and
magic sleep effects. She gains darkvision out to 30 feet
and low-light vision, plus a +2 racial bonus on Listen,
Search, and Spot checks.
At 6 HD, the dragonborn's darkvision extends to
60 feet.
At 9 HD, the dragonborn's darkvision extends to 90
feet, and her low-light vision allows her to see three
times as far as a human in shadowy illumination.
At 12 HD, the dragonborn's darkvision extends to
120 feet, and her low-light vision allows her to see four
times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to
30 feet.
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Wings (Ex): A dragonborn who selects the wings
aspect hatches sporting fully formed wings. Dragonborn
can use these wings to aid their jumps (granting a +10
racial bonus on Jump checks) and to glide. Those with
6 HD or more can use their wings to fly.
Gliding: A dragonborn can use her wings to glide,
negating damage from a fall from any height and allowing
20 feet of forward travel for every 5 feet of descent.
Dragonborn glide at a speed of 30 feet with average
maneuverability. Even if a dragonborn's maneuverability
improves, she can't hover while gliding. A dragonborn
can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while
in midair, her wings naturally unfurl, and powerful
ligaments stiffen them.
The dragonborn descends slowly in a tight corkscrew
and takes only 1d6 points of falling damage, no matter
the actual distance of the fall.
Flight: When a dragonborn who selected the wings
aspect reaches 6 HD, she gains a f ly speed of 30 feet
with average maneuverability. A dragonborn can't
f ly while carrying a medium or heavy load or while
fatigued or exhausted.
A dragonborn can safely fly for a number of consecutive
rounds equal to her Constitution modifier
(minimum 1 round). She can double this length of
flight but is fatigued by such exertion. The dragonborn
is likewise fatigued after spending a total of more
than 10 minutes per day flying. Because a dragonborn
can glide before, after, and between rounds of actual
flight, she can remain aloft for extended periods, even
if she can only use flight for 1 round at a time without
becoming fatigued.
When she reaches 12 HD, a dragonborn has enough
stamina and prowess to fly without tiring. She can fly
at a speed of 30 feet (average maneuverability) with no
more exertion than walking or running.
A dragonborn with flight can make a dive attack. A
dive attack works like a charge, but the dragonborn
must move a minimum of 30 feet and descend at least
10 feet. A dragonborn can make a dive attack only when
wielding a piercing weapon. If the dive attack hits, it
deals double damage.
A dragonborn with flight can use the run action while
flying, provided she flies in a straight line.
-
Automatic Languages: Draconic. Dragonborn gain the
ability to speak Draconic upon their transformation
but do not lose the ability to speak languages they
already know.
-
Favored Class: Fighter. A multiclass dragonborn's fighter
class does not count when determining whether she
takes an experience point penalty for being a multiclassed
character. Furthermore, dragonborn paladins
can leave that class and return to it without penalty.
Also, see the Mechanics of Rebirth.
THE RITE OF REBIRTH
The Rite of Rebirth transforms a
character into a dedicated draconic servant of Bahamut
known as a dragonborn.
Becoming a dragonborn isn't undertaken lightly. It is a
long process full of self-reflection and commitment. Those
supplicants raised in the ways of their original race must
carefully consider what they're giving up. While a human
might be content to give up her natural versatility, it's rare
for someone heavily invested in her racial identity to forfeit
that race's abilities.
When the rite begins, the supplicant lays aside all
her equipment and possessions for the duration of the
ceremony. Dressed in a loose, linen shift, she spends
a full day and night fasting and meditating upon her
choice. Her mind fills with all the things she is giving up,
reminding her she must forgo much of herself to become
a dragonborn.
When dawn comes, the prospective dragonborn crawls
inside an egg-shaped structure that she has built (see
Cost) in order to sleep for the last time in her original
form. This symbolic act represents her acceptance of
the transformation. When the next dawn arrives, she is
transformed into a dragonborn. After awakening inside
the sealed egg, she breaks out of it as a glorious, draconic
child of Bahamut.
Prerequisites: In order to be accepted as a suitable
candidate, the supplicant must be non-evil and have an
Intelligence score of at least 3.
Benefit: A dragonborn loses many of her
original racial traits and gains the racial traits of
the dragonborn race (see above).
Time: The Rite of Rebirth requires
24 hours of meditation and fasting
followed by 24 hours of sleep. If the
ceremony is interrupted, the prospective
child of Bahamut must start the rite
from the beginning.
Cost: The symbolic egg crafted by the
prospective dragonborn costs 100 gp to create,
and requires a handful of scales from metallic
dragons.
THE MECHANICS OF REBIRTH
Upon transformation from her initial race to a dragonborn,
a supplicant loses many racial traits and gains those of the
dragonborn. The following information describes how to mechanically
achieve this transformation.
Type, Subtype, and Race: You retain your original type and
subtypes, gaining the dragonblood subtype. You still count as
a member of your original race for the purpose of any effect or
prerequisite that depends on race.
Racial Hit Dice: You retain your original racial Hit Dice, as well
as all benefits gained therefrom (base attack and save bonuses,
skill points, hit points, and so on).
Ability Modifiers: You retain your original racial ability modifiers
and gain the ability modifiers of the dragonborn race.
Size: You retain your original size. If the original race had
powerful build as a racial trait, it is also retained.
Speed: You retain your original base land speed, as well as any
other modes of movement possessed by your original race. Other
racial traits related to speed or movement, such as the dwarf's
ability to move at full speed in medium or heavy armor, are lost.
Languages: You retain any languages you already know. You
gain Draconic as an automatic language.
Favored Class: You retain your original favored classes and
gain fighter as a favored class. You can multiclass into the paladin
class freely.
Level Adjustment: You retain your original level adjustment.
Other Racial Traits: You lose all other racial traits of your original
race, including bonus feats, skill bonuses, attack bonuses,
save bonuses, spell-like abilities, and so forth. Two specific
instances warrant clarification.
-
If your original race granted you a nonspecific bonus feat (such
as the one gained by a human at 1st level), any feat can be lost,
so long as it is not a prerequisite for another feat you have.
-
If your original race granted bonus skill points, you should
deduct an appropriate amount of skill points from your current
skill ranks. The specific skills affected are up to you,
but the DM's input might be required to adjudicate tricky
situations (such as multiclass characters who might have
purchased ranks of various skills as both class skills and
cross-class skills).
The loss of racial traits might mean you no longer meet the
prerequisites for a prestige class, feat, or some other feature.
In general, you lose any special ability for which you no longer
qualify, and nothing is gained in its place. A couple of exceptions
exist.
-
If you no longer qualify for a feat due to the transformation,
you lose the feat and immediately select a new feat for which
you qualify in its place. You must also replace any feat for
which the lost feat was a prerequisite.
-
If you no longer qualify for a prestige class, you lose the benefit
of any class features or other special abilities granted by
the class. You retain Hit Dice gained from advancing in the
class, as well as any improvements to base attack bonus and
base save bonuses that the class provided. If you later meet
all the prerequisites for the class, you regain the benefits.
Special: Ordinarily, only a 1st-level character can select
certain feats requiring the dragonblood subtype. However, upon becoming a dragonborn, you can elect to
replace one (and only one) of your existing feats with one of
these feats. A character cannot have more than one of these
feats. The feat to be replaced cannot be a prerequisite for any
prestige class, ability, or other feat.
SPELLSCALES
Among the humanoid races, spellscales are the
most creative, experimental, and varied. Most
generalities about spellscales collapse under
examination, because each spellscale displays
a unique philosophy and behavior. What's
most true of them as a group is that these dragonblood
humanoids have a very strong racial inclination toward
sorcery.
It has long been known that many sorcerers have dragon
blood in their veins. For the majority of these individuals,
their spellcasting abilities are often the only hint of their
draconic heritage, but sometimes the evidence is clearer.
Occasionally, when two humanoid sorcerers produce a
child, the infant displays decidedly draconic features and
physiology. The child is, in fact, a spellscale rather than a
member of either of the parents' races.
In much more rare instances, a sorcerer of great power
produces such a child by mating with someone who is
not a sorcerer. To those who believe that some (or all)
sorcerers have draconic heritage, these children are strong
evidence of the theory's truth - if such a child's draconic
characteristics did not come from the sorcerer, then how
else to account for them?
In certain situations, a spellscale infant might arouse
speculation about the mother's having mated with a dragon
and might be misidentified as a half-dragon.
Spellscales are, however, a distinct race. They breed true
among themselves and almost never interbreed with other
humanoids. In such an odd instance, any child produced
is a full-blooded spellscale.
Spellscales exhibit all the best characteristics of dragons
in a compact humanoid form. Their skin, formed of lustrous
scales, comes in a wide variety of hues, including
nearly every color of the rainbow. No spellscale is merely
one color, but each displays a rich spectrum of variants
on his main color. A spellscale who is primarily green
might have patterns of a deeper, forest green over his body,
fingernails and toenails of a slightly lighter green, and eye
ridges and nostrils that are a deep greenish aquamarine.
The coloration is complex, making a spellscale look much
more elegant than other scaled humanoids such as kobolds
or lizardfolk.
SPELLSCALE RACIAL TRAITS
-
+2 Charisma, -2 Constitution. Spellscales are charming
creatures who often neglect their physical bodies while
pursuing intellectual or social interests.
-
Medium: As Medium creatures, spellscales have no
special bonuses or penalties due to their size.
-
Spellscale base land speed is 30 feet.
-
Low-Light Vision: A spellscale can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. He retains the ability to
distinguish color and detail under these conditions.
-
Humanoid (dragonblood): Spellscales are humanoids
with the dragonblood subtype. For all effects related to
race, a spellscale is considered a dragon.
-
Blood Quickening: Each day, a spellscale can perform
a draconic meditation to gain a benefit. Variations of
this meditation are described in Blood-Quickening
Meditations.
-
Automatic Languages: Common and Draconic. Bonus
Languages: Dwarven, Elven, Gnome, and Halfling.
-
Favored Class: Sorcerer. A multiclass spellscale's sorcerer
class does not count when determining whether he takes
an experience point penalty for multiclassing.
BLOOD-QUICKENING MEDITATIONS
As part of his daily introspection, a spellscale focuses his
mind with mental exercises for one hour, attuning him to
benefits tied to one of the dragon deities. This blood-quickening
meditation, as it is called, centers a spellscale's mind
on his sorcerous nature and enhances it by connecting it to a
draconic divinity.
Each day, a spellscale chooses one meditation to perform
and can gain no other benefits from another meditation until
the next day.
The benefits of the performed meditation last for 24 hours.
Meditations that grant a bonus on a check provide a racial
bonus equal to half the spellscale's character level.
Feats gained are temporary but otherwise treated as if the
spellscale had taken the feat, except that having the feat
in question doesn't count for the purpose of meeting any
requirements or prerequisites.
The meditations are individualized according to the dragon
deity and to suit the particular spellscale. Each spellscale
performs the blood-quickening meditation differently each
time - the important thing to the spellscale is to sharpen his
wits and focus his power. The meditation need not be a solitary
exercise. Sometimes a spellscale involves members of his
household or other companions in these mental calisthenics.
Most spellscales try to perform each different meditation at
least once every year.
Aasterinian: When a spellscale focuses on this whimsical deity's
trickery, originality, and quick thinking, he gains a bonus
on Disguise checks and the use of the Improved Counterspell
feat three times on that day.
Sample Meditations: A spellscale tries to sneak into a library
of arcane lore. Another spellscale endeavors to figure out a
new way to use his silent image spell.
Astilabor: Focusing on the Hoardmistress brings about a
sharpened perception of the value of things. The spellscale
gains a bonus on Appraise checks and has unlimited use of
the Eschew Materials feat for the day.
Sample Meditations: To honor Astilabor, one spellscale goes
through all his gear, evaluating its quality. Another adds up
all the treasures he and his party have acquired over the past
month.
Bahamut: Meditating upon the King of the Good Dragons
enhances a spellscale's ability to oppose evil creatures. When
he casts a spell, he can choose any creature targeted by or
within the area of that spell. If the selected creature is evil, the
spell deals 2d6 points of damage to it in addition to the spell's
normal effects. A spellscale can use this ability three times on
the day this meditation is performed.
Sample Meditations: One spellscale chooses to spend an
hour with his dragonborn friend, asking her what it was like to
be called by Bahamut. Another contemplates the differences
between the various metallic dragons.
Chronepsis: Meditation upon the Silent imbues a spellscale
with a bonus on Listen checks and the use of the Silent Spell
feat for the day.
Sample Meditations: One spellscale spends an hour of meditation
in silence. Another contemplates how difficult it must be
for the Watcher to merely observe without ever interfering.
Falazure: Focusing upon the Night Dragon attunes a spellscale
to the immensity and power of death. He can treat all
inflict spells as being on his spell list for the purpose of using
spell completion and spell trigger magic items on that day.
Sample Meditations: Cutting an apple and watching it brown
and decay for an hour is how one spellscale honors Falazure.
Another regales the other patrons at an inn with the tale of his
encounter with a ghostly dragon.
Garyx: Considering the power of the All-Destroyer evokes
ways in which to broaden the power of spells, especially the
destructive kind. A spellscale who performs the meditation of
Garyx can use the Widen Spell feat twice on that day.
Sample Meditations: One spellscale creates a beautiful, calligraphic
interpretation of Garyx's name and holds the corner
of the paper as he slowly lets it burn to ash. Another contemplates
the howling winds of Pandemonium and wonders if they
drove Garyx mad.
Hlal: When a spellscale performs the meditation of Hlal,
he revels in the expansiveness of life and indulges in a grand,
hyperbolic consideration of existence and magic. He gains
a bonus on Perform (storytelling) checks and the use of the
Heighten Spell feat three times on that day.
Sample Meditations: The most customary meditation involves
rehearsing or telling a story, especially a funny one.
A spellscale in a more serious mood might contemplate
what restraints he has on his life and how he might remove
them.
Io: A spellscale who considers the role of the Great Eternal
Wheel in the multiverse acquires insight into the workings of
magic. He gains a bonus on Spellcraft checks and the use of
the Empower Spell feat three times on that day.
Sample Meditations: The multicolored and metallic disk that
is the holy symbol of Io is an ideal meditation tool. Its colors
change and shift slightly in different lights and at diverse
angles. Many spellscales spend their meditation hour staring
at the disk as they slowly rotate it.
Another common meditation is for a spellscale to wonder if
he has ever met Io, since the Swallower of Shades can appear
as any sort of draconic creature. The spellscale considers all the
dragons or dragonblood creatures he has ever encountered.
Lendys: Contemplating the Scales of Justice requires a stillness
of mind and body. A spellscale who does so gains a bonus
on Concentration checks and the use of the Still Spell feat for
the day.
Sample Meditations: Spellscales usually discipline their
bodies when honoring Lendys, sitting still for a time or performing
slow, gentle exercises. Another method is to use a
balance scale and measure out two different materials, trying
to get them to balance, such as a gold coin on one side and a
bouquet of flowers on the other.
Tamara: Meditating about Her Mercy renders a spellscale
better able to sustain life and thwart death. He treats all cure
spells as being on his spell list for the purpose of using spell
completion and spell trigger magic items on that day.
Sample Meditations: During a meditation devoted to Her
Mercy, a spellscale often creates a plan of self-improvement.
Alternatively, he might visit an infirmary and tend the sick.
Tiamat: Focusing on the Creator of Evil Dragonkind enhances
a spellscale's ability to oppose good creatures. When
he casts a spell, he can choose any creature targeted by or
within the area of that spell. If the selected creature is good,
the spell deals 2d6 points of damage to it in addition to the
spell's normal effects. A spellscale can use this ability three
times on the day this meditation is performed.
Sample Meditations: Contemplating Tiamat might include
admiring the quantity and diversity of her spawn. Another approach
is to create or further some subtle, evil plot.
KOBOLDS
Kobolds are often characterized as filthy little
reptiles barely better than goblins. They're malicious
but of little actual menace. Catch kobolds
in their lairs, where they are almost certainly
hard at work mining, and such a description
might be fitting. No one ever suspected that
being underestimated was the kobolds' goal.
Kobolds are meticulous creatures with sorcery in their
blood, a variety of reptile with a strong work ethic. Discounted
as pests or worse by many others, kobolds are a
long-suffering race with many talents and clever tricks. Only
the foolish overlook the threat that kobolds actually pose.
Kobolds are short, reptilian humanoids with bony frames
and small tails. They stand approximately 2 to 2-1/2 feet
tall and weigh 35 to 45 pounds. Sinewy, double-jointed
legs, naturally bent and poised for sudden speed, contribute
to their height. When her legs are stretched out, a
kobold can increase her height by up to 1 foot, but doing
so is uncomfortable.
Kobolds have scaly skin, varying in color from rusty
brown to reddish black. They have strong teeth, and their
hands and feet have long digits tipped with very small claws.
A kobold's face is like a crocodile's, with a jaw that can open
wide enough to hold a whole melon. Constantly alert and
wide, the eyes of a kobold range in color from burnt ochre
to red. A ridge of small, hornlike bone juts above each brow
and sweeps backward, the protrusions growing larger and
more pronounced toward the rear of the skull.
KOBOLD RACIAL TRAITS
-
+2 Dexterity, -4 Strength, -2 Constitution. Kobolds are
weak and frail, but their size grants them quickness.
-
Humanoid (dragonblood, reptilian): Kobolds are humanoids
with the dragonblood and reptilian subtypes. For all
effects related to race, a kobold is considered a dragon.
-
Small: As a Small creature, a kobold gains a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, a -4 size
penalty on grapple checks, and a +4 size bonus on Hide
checks, but she uses smaller weapons than humans use,
and her lifting and carrying limits are three-quarters of
those of a Medium character.
-
Kobold base land speed is 30 feet.
-
+1 natural armor bonus.
-
Darkvision: Kobolds can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight. Kobolds can function just fine with
no light at all.
-
Natural Weapons: Kobolds have two primary claw attacks
that deal 1d3 points of slashing damage plus Strength bonus,
and a secondary bite attack that deals 1d3 points of piercing
damage plus 1/2 Strength bonus. Despite possibly being the
weakest reptilian humanoid, kobolds retain a connection to
their feral nature.
-
Slight Build: The physical stature of kobolds lets them
function in many ways as if they were one size category
smaller. Whenever a kobold is subject to a size modifier or
special size modifier for an opposed check (such as Hide),
the kobold is treated as one size smaller if doing so is
advantageous to the character. A kobold is also considered
to be one size smaller when "squeezing" through a restrictive
space. A kobold can use weapons designed for a creature one
size smaller without penalty. However, the space and reach of
a kobold remain those of a creature of their actual size. The
benefits of this racial trait stack with the effects of powers,
abilities, and spells that change the subject's size category.
-
Weapon Proficiency: Kobolds receive the Martial Weapon
Proficiency feats for the heavy pick and light pick as bonus
feats. Kobolds are born and bred miners, regardless of their
actual profession, allowing them to easily wield these weapons.
-
Weapon Familiarity: Kobolds may treat greatpicks as martial
weapons, rather than exotic weapons.
-
All kobolds add Craft (trapmaking) to their list of
class skills.
-
+2 racial bonus on Craft (trapmaking), Profession
(miner), and Search checks.
-
Light Sensitivity: Kobolds are dazzled in bright sunlight
or within the radius of a daylight spell.
-
Automatic Language: Draconic. Bonus Languages:
Common and Undercommon.
-
Favored Class: Sorcerer. A multiclass kobold's sorcerer
class does not count when determining whether she
takes an experience point penalty for multiclassing.
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