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Old 03-09-2011, 04:21 PM   Top  -  End  -  #1
jiriku
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Default [3.5] Dawnblade: the duskblade's paladin

DAWNBLADE


"Superman don't need no seat belt."

-- Muhammad Ali


"I am a sexy, shoeless god of WAR!"

-- Belkar, The Order of the Stick



The dawnblade is a righteous slayer, a mighty warrior who engages in battle for his god or his principles. In combat he moves fast and strikes hard, felling foes with both smites and channeled spells. He also debuffs tough foes, coordinating fellow party members and making it easier to take down a difficult opponent. The dawnblade is a class for daring, aggressive players who want to be in the center of the action, taking risks and confronting their opponents head-on.

Design Notes:
Spoiler


Change Log:
Spoiler


Variants:
Spoiler


GAME RULE INFORMATION
Dawnblades have the following game statistics.

Abilities: Charisma enhances a dawnblade's smites, self-protective capabilities, and auras. Strength is important for a dawnblade because of its role in combat. Several dawnblade skills are based on Wisdom, and a Wisdom score of 16 or higher is required to get access to the most powerful dawnblade spells. A Wisdom score of 11 or higher is required to cast any Dawnblade spells at all. As front-line combatants, dawnblades benefit from a decent Constitution score as well.

Alignment: Dawnblades may be of any alignment, but generally are strongly lawful, chaotic, good, or evil. Neutral faiths tend not to inspire the fervor and zealotry necessary to create a dawnblade. A dawnblade with neutral alignment components won't have access to as many spells as he would if he had a more committed moral outlook.

HIT DIE: d10
LvlBase AttackFortRefWillSpecial-0--1--2--3--4--5--6-
1st+1+2+0+2Code of honor, smite 1/day, knightly order, spontaneous casting21
2nd+2+3+0+3Smite 1+Cha/day32
3rd+3+3+1+3Aura of freedom, divine channeling43
4th+4+4+1+4Armor mastery (medium), imbued smite (sicken), smite 2+Cha/day441
5th+5+4+1+4Knight of the code542
6th+6/+1+5+2+5Detect hostile intent, divine boost +2553
7th+7/+2+5+2+5Aura of menace5541
8th+8/+3+6+2+6Imbued smite (knockback), smite 3+Cha/day6542
9th+9/+4+6+3+6Armor mastery (heavy)6653
10th+10/+5+7+3+7Divine boost +4, forceful presence66541
11th+11/+6/+1+7+3+7Aura of fragility66542
12th+12/+7/+2+8+4+8Imbued smite (confuse), smite 4+Cha/day67653
13th+13/+8/+3+8+4+8Divine channeling (full attack)676541
14th+14/+9/+4+9+4+9Divine boost +6676542
15th+15/+10/+5+9+5+9Aura of vulnerability687653
16th+16/+11/+6/+1+10+5+10Imbued smite (full attack), smite 5+Cha/day6876541
17th+17/+12/+7/+2+10+5+10Impetuous endurance6876542
18th+18/+13/+8/+3+11+6+11Divine boost +8, mighty aura6887653
19th+19/+14/+9/+4+11+6+11Aura of retribution6987654
20th+20/+15/+10/+5+12+6+12Imbued smite (daze), overwhelming smite, smite 6+Cha/day6987664

CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A dawnblade's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Swim (Str).

"A ship is safe in harbor, but that's not what ships are for."

-- William Shedd



CLASS FEATURES
All of the following are class features of the dawnblade.
Weapon and Armor Proficiency: A dawnblade is proficient with all simple and martial weapons, and with light, medium, and heavy armor and shields (except tower shields). As he advances in level, he is able to move more freely while wearing medium and heavy armor.

Spells: A dawnblade gains the ability to cast a small number of divine spells, which are drawn from the dawnblade spell list (see below). A dawnblade must choose and prepare his spells in advance.

Dawnblade spellcasting:
Spoiler


"He lives the poetry that he cannot write. The others write the poetry that they dare not realise."

-- Oscar Wilde


Code of Honor: The dawnblade must have and adhere to a code of honor that defines his expected behavior both in and out of combat. This code should incorporate the code of his knightly order (see below). The player and DM should work together to craft an appropriate code that fits the campaign setting, the party, and the expected playstyle of the group. Good starting points for developing such a code include the paladin’s code (PHB 44 or UA 53-55), the knight’s code (PH2 27), and the samurai’s code (OA 22 or CW 10), or the kensai’s oath (CW 50).

Smite (Su): As a swift action, a dawnblade can invoke divine authority against his target. His next attack against the target this round is considered a smite attack; he adds his Charisma bonus (if any) to his attack roll, and gains a damage bonus equal to his dawnblade level. The dawnblade may smite anyone whom he regards as an opponent, but he cannot smite his allies; if he should do so accidently, the smite attempt is wasted.
A dawnblade (only) may expend smite attempts as if they were turn undead attempts when powering divine feats. He qualifies for divine feats as if he possessed the ability to turn undead, although some divine feats may not be relevant to him since he cannot actually turn or rebuke undead creatures.

A dawnblade may use his smite ability one per day. At 2nd level, he gains a number of additional uses per day equal to his Charisma modifier (minimum 1). At 4th level, and every 4 levels thereafter, the dawnblade may smite one additional time per day.

As the dawnblade advances in level, he gains the ability to imbue his smite attempts with additional effects beyond the normally granted attack and damage bonuses. He may opt to add any one of the effects below to his smite.

Imbued smite effects:
Spoiler
Knightly Order: Dawnblades belong to one of several possible knightly orders within their church, army or other organization. While the orders available for a dawnblade to join vary depending on his race, culture, and affiliations, several example orders are provided below. The DM may include other orders appropriate to the campaign setting.
A dawnblade’s choice of a knightly order provides him with a Code. A code is similar to a cleric’s domain, providing both additional power and new spells, but also includes a behavioral restriction. A dawnblade who violates his code loses its benefits until he performs the listed atonement.
Example knightly orders:
Spoiler


Spontaneous Casting: A dawnblade (even one of good alignment) can channel stored spell energy into inflict spells that he did not prepare ahead of time. The dawnblade can “lose” any prepared spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name). Dawnblades can cast inflict spells in this way because they are especially proficient at wielding negative energy to bring judgment to their foes.

Aura (Su): Starting at 3rd level, a dawnblade is surrounded by an aura of divine power out to a range of 10 feet. When first acquired, this aura possesses the freedom quality (described below). The dawnblade gains the ability to infuse his aura with other attributes for every 4 additional levels he gains. Adding or removing an aura quality requires a swift action, and the aura can contain as many qualities as the dawnblade is able to produce. The dawnblade gains all the benefits of his own aura, except as noted below.

Aura qualities:
Spoiler


Divine Channeling (Su): Beginning at 3rd level, a dawnblade learns to channel a spell through his weapon when attacking. As a standard action, you can cast any divine touch spell you know and deliver the spell through your weapon, unarmed strike, or natural weapon with a melee or ranged attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less; you can even channel spontaneously converted inflict spells. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. You still need a free hand to cast a spell with somatic components in this way, although you can briefly take one hand off a two-handed weapon, cast the spell, then grip your weapon in both hands to complete your attack.
At 13th level, you can cast any divine touch spell you know as part of a full attack action, and the spell affects each target you hit in combat that round. Doing so discharges the spell at the beginning of your next turn, in the cast of a touch spell that would otherwise last longer than 1 round.
Armor Mastery (Ex): Starting at 4th level, the dawnblade is able to wear his armor as a second skin and ignore the standard speed reduction for wearing medium armor.
Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well.
Detect Hostile Intent (Sp): A dawnblade of 6th level or higher can use detect hostile intent at will, as the psionic power.

Divine Boost (Su): Starting at 6th level, a dawnblade becomes empowered with the gift of the divine. He gains a +2 sacred (or profane, if he is of evil alignment) bonus to an ability score of his choice. If he improves a casting attribute, he immediately gains bonus spells for the new stat. Divine boost cannot grant additional skill points, even if the dawnblade uses it to improve his Intelligence. With 8 hours of rest, he can switch this bonus to a different ability score of his choice.
Every four levels thereafter, he gains an additional +2 bonus, which may be applied to the same or a different ability score.

Example of divine boost in play:
Spoiler


Forceful Presence (Ex): At 10th level, the dawnblade has developed a reputation as a fearsome zealot and implacable opponent. His complete confidence in himself and his cause grants him a forceful presence both on and off the battlefield. He gains a competence bonus on all Intimidate checks equal to his class level, and gains a like bonus when using the two skills granted by his Knightly Code.

Impetuous Endurance (Ex): At 17th level, the dawnblade's fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails saving throws on a roll of 1. He might still fail the save if his result fails to equal or beat the saving throw DC.

Mighty Aura (Su): At 18th level, the radius of the dawnblade's divine aura doubles to 20 feet, and the bonus provided by his aura of freedom doubles.

Overwhelming Smite (Su): At 20th level, the dawnblade can choose any two special smite effects when performing a smite.
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 08-13-2011 at 12:45 PM.
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Old 03-09-2011, 04:26 PM   Top  -  End  -  #2
jiriku
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Default Re: [3.5] Knightly Orders

The Order of the Silver Spur
Spoiler


The Order of the Righteous Blade
Spoiler


The Order of Arcane Mystery
Spoiler


The Order of the Unblinking Eye
Spoiler


The Order of the Rowan
Spoiler
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-09-2011 at 02:00 PM.
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Old 03-09-2011, 04:30 PM   Top  -  End  -  #3
jiriku
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Default Re: [3.5] Dawnblade Options

Feats for dawnblades:

Spoiler



Spells for dawnblades:

Spoiler
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 03-13-2011 at 12:50 AM.
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Old 03-09-2011, 06:00 PM   Top  -  End  -  #4
Mulletmanalive
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Default Re: [3.5] Holy Warrior: the duskblade's paladin

If it's the paladin-esque equivalent of a Duskblade, why not call it the Dawnblade?

I mean, come on...
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Old 03-10-2011, 12:42 PM   Top  -  End  -  #5
Kobold-Bard
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Default Re: [3.5] Holy Warrior: the duskblade's paladin

Quote:
Originally Posted by Mulletmanalive View Post
If it's the paladin-esque equivalent of a Duskblade, why not call it the Dawnblade?

I mean, come on...
Do this. Do it right now.

I'm not so good with the critiquing & the PEACHing, so can't help you there sorry.
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Old 03-10-2011, 12:52 PM   Top  -  End  -  #6
jiriku
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Default Re: [3.5] Dawnblade: the duskblade's paladin

You, sir, are a marketing genius! Consider it done.
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


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Old 03-10-2011, 03:37 PM   Top  -  End  -  #7
Frog Dragon
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Screeen streeeetch!!

While it's not major, please either make the pic smaller, spoiler it, or do something else to not make me do horizontal scrolling.
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Wall of text attacks! CRITS!
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Old 03-10-2011, 03:46 PM   Top  -  End  -  #8
jiriku
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Sorry. I have a widescreen monitor set to a high resolution. It's kind of hard for me to tell when a picture is too wide. Is this better?
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 03-10-2011, 03:49 PM   Top  -  End  -  #9
Frog Dragon
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Default Re: [3.5] Dawnblade: the duskblade's paladin

It is indeed better now. Doesn't stretch my screen at least.
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Old 03-10-2011, 04:14 PM   Top  -  End  -  #10
Bloody Initiate
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Why so few spells per day? It almost seems like a waste to have channeling with so few spells per day. I'm playing a Duskblade right now in a campaign and those spells go fast.

Also, the spell list needs more low-level touch spells, especially at level 1. This guy has a whole lot of spells to pick from and limited ability to use them it seems.

Otherwise I like the class quite a bit, I wish the original Duskblade had some of the back up power that this guy has, because although I love the class, it needed more, especially in the way of spells.

Last edited by Bloody Initiate : 03-10-2011 at 04:15 PM.
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Old 03-11-2011, 11:42 AM   Top  -  End  -  #11
jiriku
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Buh? Oh! I see what you mean. Well, funny story, that.

Funny story:
Spoiler


TL;DR OMG I never noticed how many spells duskblades get. Must fix.

So, now I need the help of the community, because I don't have experience playing duskblades.
  1. Do duskblades have not enough spells, just the right amount, or more than they need?
  2. Would it make sense for the dawnblade to retain the prepared casting of a paladin or cleric, or should I switch to the spontaneous casting with a limited list of spells known like a duskblade?

Edit: The more I think about it, the more I feel that adding the duskblade's style and feel is just right for this class, but that I did it poorly by just hastily stuffing the channeling ability into the list of class features. I need to go back and integrate more duskblade mechanics into the class; in particular, it needs a spell list that supports divine channeling more effectively.

Does anyone have suggestions for some good offensive divine spells with a range of Touch or Close?
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 03-11-2011 at 11:58 AM.
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Old 03-11-2011, 12:06 PM   Top  -  End  -  #12
Greensleeves
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Default Re: [3.5] Dawnblade: the duskblade's paladin

I'd say that you should give the Dawnblade the same amount of spells/day as the Duskblade. About the prepared/spontaneous thing, it doesn't really matter. To differentiate it, you may want to keep it as a prepared caster. On the other hand, a spontaneous one might work better with the class.
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Old 03-12-2011, 01:05 PM   Top  -  End  -  #13
jiriku
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Updated with additional spells per day and a greatly expanded spell list. Still hunting for more 1st-level spells.

All these extra spells make the class considerably more powerful. Is it too much? I'm thinking about dropping divine grace and divine health. I retained them from paladin, but their defensive focus isn't really central to the idea of the class.
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 03-12-2011, 06:49 PM   Top  -  End  -  #14
Greensleeves
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Default Re: [3.5] Dawnblade: the duskblade's paladin

To balance things out somewhat:

1) Drop the Auras, Mighty Aura. While cool, they seem to be something more fitting of a defensive warrior than the offensive bruiser this class is intended to be.

2) Drop Divine Boost. A Base Class should probably not get floating, sacred bonuses to ability scores.

3) Drop Divine Health. Divine Grace would represent the Dawnblade's faith protecting him, Divine Health would represent a purity of body. I just don't see that as such an integral part of the Dawnblade to keep it. A more defensive class, absolutely, but not the Dawn Blade.

And maybe:

4) Drop Imbue Smite. Really cool ability, makes smite useful, but the Dawnblade already has Divine Channeling.
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Old 03-12-2011, 08:07 PM   Top  -  End  -  #15
Shyftir
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Now I've got to make my Hexblade/warlock base class idea happen. So that we have a nightblade too.

Or would moonblade be better?
wait a moonblade would be based on druid/warrior. But I guess that's basically a mystic ranger?
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Old 03-14-2011, 01:22 AM   Top  -  End  -  #16
jiriku
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Removed Divine Health. Still considering the other suggestions.

A moonblade would be badass! Part lycanthrope, part elementalist, imbuing either a weapon or natural attacks with elemental blasting spells. Might be better suited to a prestige class, as it seems too uncommon a vocation to be a base class. But I suppose you could make the case for it.
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 03-14-2011, 07:57 AM   Top  -  End  -  #17
Bloody Initiate
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Default Re: [3.5] Dawnblade: the duskblade's paladin

If you're looking for magical weapons I haven't seen much better than thunderlance in the SpC. It's primarily the reach that makes it so awesome, but doing force damage and allowing you to add ability scores to attack and damage helps too.
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Old 03-14-2011, 05:44 PM   Top  -  End  -  #18
Shyftir
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Default Re: [3.5] Dawnblade: the duskblade's paladin

I'd think moonblade would actually specialize in spells that buff himself in bestial ways.

Like the "Bite of the were-creature" chain and the "animal's ability score" ones. Rage, Lion's Pounce etc.

Maybe having a couple claws as primary natural attacks, would be a class feature, so that Magic Fang would apply?

Another Idea is pseudo-wildshape uses for getting Bonus Wild Feats as a class feature?

It would be less of a port of duskblade's mechanics and more of its concept.
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Old 04-03-2011, 03:55 PM   Top  -  End  -  #19
jiriku
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Default Re: [3.5] Dawnblade: the duskblade's paladin

Increased the number of 0-level spells, which was a bit low. Still on the fence about removing Divine Grace. This should be a viable competitor with the warblade and psychic warrior, but shouldn't leave them bleeding in the dirt. Would anyone else like to weigh in?

Edit: After some consideration, removed the divine grace class feature. The dawnblade is deigned to deliver hits, not take them. Beefy saving throw bonuses make the dawnblade less worried about attacks than I want him to be.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-08-2011 at 05:11 PM.
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