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Pathfinder Player Companion: Legacy of the First World (PFRPG)

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Pathfinder Player Companion: Legacy of the First World (PFRPG)

Add Print Edition $14.99

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Embrace the Fey

All the trickery and wild power of the fey are yours to command with Pathfinder Player Companion: Legacy of the First World. Let the wilderness inspire your heroes with a spectrum of new ways to play fey-touched characters, along with new powers for classes seeking to strengthen their bonds with nature. Choose whether you draw your might from the vitality of the land, the brutality of vicious beasts, or even your faith in the fey realm's inscrutable masters, the Eldest.

Inside this book, you'll find:

  • Character options for worshipers of the enigmatic Eldest, allowing members of all classes to manifest their god's influence in unexpected ways.
  • New racial options for both gnomes and gathlains, two player-character races closely tied to the First World.
  • A host of new archetypes, feats, magic items, spells, and other fey-inspired character options!

This Pathfinder Player companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-941-7

Note: This product is part of the Pathfinder Player Companion Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9480


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Product Discussion (268)
201 to 250 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

1 person marked this as a favorite.
Rysky wrote:
... so Wizards aren't allowed to have nice things?

Since Wizards are on the top end of the power scale there's plenty of room for archetypes that strengthen one aspect at the cost of another or just shift focus in a way that might be technically weaker than a straight wizard but enables a different playstyle that an unarchetyped one couldn't pull off. For example, the Scrollmaster and Spellslinger archetypes are weaker than your standard Wizard because of their focus, but they enable new builds that I personally find more fun. Or the Undead Master from Horror Adventures which shifts focus over to necromancy without significantly boosting the power of the class beyond whatever boosts undead minionmancy grants inherently.

Liberty's Edge

3 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Tales Subscriber
David knott 242 wrote:
The Seducer Witch archetype definitely sounds like it works better as an antagonist than as a PC, it seems. It is very difficult, after all, for a PC to arrange to seduce and sleep with an enemy in advance of combat.

Depends on the campaign. They would do well as PCs in games where combat isn't the primary / sole means of conflict resolution.


Alchemaic wrote:
Rysky wrote:
... so Wizards aren't allowed to have nice things?
Since Wizards are on the top end of the power scale there's plenty of room for archetypes that strengthen one aspect at the cost of another or just shift focus in a way that might be technically weaker than a straight wizard but enables a different playstyle that an unarchetyped one couldn't pull off. For example, the Scrollmaster and Spellslinger archetypes are weaker than your standard Wizard because of their focus, but they enable new builds that I personally find more fun. Or the Undead Master from Horror Adventures which shifts focus over to necromancy without significantly boosting the power of the class beyond whatever boosts undead minionmancy grants inherently.

While I agree with this philosophy overall (how many other classes, all weaker than the Wizard, get something outrageous like the HH Pact Wizard? None?), it's still premature to say that the Chonomancer is actually a violation of it yet. I mean, the powers sound bonkers compared to arcane bond and especially a feat, but the magnitude of bonuses, frequency of uses, and level of the abilities matter some, too.

Edit: On second thought, part of the problem is that we're limiting our view to Archetypes, where the Wizard stands out when buffed because it has no meaningful stuff to trade away, and forgetting that these things are in Player Companions, which specialize in occasional OP abominations.

Psychic Anthology had a "LOL, God mode" spell and a spell (with multitarget version) that dazed even on a successful save, plus a way for a very strong 6th level caster class to also get full BAB. They aren't archetypes, but they're in the same Really Bad Idea league as HH Pact Wizard (and maybe Chronomancer) from a balance perspective.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

This is easy enough to solve, give all the classes Pact Wizard level Archetypes.


Pathfinder Companion, Roleplaying Game Subscriber

Is it possible to get a little more info on how the Twinned Summoner works? I see twinned listed as an eidolon subtype but no archetype for it listed in the earlier spoiler. And if the eidolon looks like you how do evolutions interact with it? ^_^


2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Julian Tannic wrote:
Is it possible to get a little more info on how the Twinned Summoner works? I see twinned listed as an eidolon subtype but no archetype for it listed in the earlier spoiler. And if the eidolon looks like you how do evolutions interact with it? ^_^

Whoops, that's my bad.

Twinned Summoner:
So, this archetype can be for either the regular summoner or the unchained summoner. If you're a regular summoner, you're restricted to the biped base form for your eidolon, and if you're smaller than Medium, the eidolon has to be small. However if the summoner is non-bipedal, at GM discretion another base form might be used, such as for, say, a mermaid character. An unchained summoner uses the twinned eidolon subtype, which only twinned summoners can use. They swap out shield ally and greater shield ally for some teamwork feats, maker's call and transposition for the ability to swap places with each other if in range, and trade merge forms for the ability for the eidolon to transform more completely into the summoner, gaining their mental ability scores, as well as the ability to cast their spells.

The twinned eidolon subtype grants the ability to use some weapons and a bonus to Disguise which is higher when imitating the summoner, the ability to use a spell-like ability that is a spell the summoner uses, some of the new evolutions, and some other things like DR, fast healing, ability score increase/skilled, etc.


Pathfinder Companion, Roleplaying Game Subscriber

Thankee kindly Luthorne! :D


Pathfinder Companion Subscriber

I'd been looking at a build -possibly a Mesmerist - based on Leonid Andreyev's story "Lazarus" (he who had been three days under the "enigmatical sway of Death" and "through the black rings of his pupils, as through dark glasses, the Unknowable Yonder gazed upon humanity.") but the new Sorrow psychic discipline is very interesting for something like that.


Pathfinder Companion Subscriber

Anyone spoken about the Gathlain Kineticist FCB?

Does any other race have the same thing?


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Hubbaman wrote:

Anyone spoken about the Gathlain Kineticist FCB?

Does any other race have the same thing?

Yeah, I didn't say anything, but it's...possibly too powerful? I mean, you are giving up the bonus hit points, and you do already have a Con penalty, so maybe it's warranted, but you can start tossing out composite blasts as soon as you get them, and empowered composite blasts when you get supercharge...now, if it had just been increasing how effective infusion specialization was at the same rate, I don't think I'd be as leery about it. That said, it would be fun, and it's certainly very thematic to have a gathlain phytokineticist...so I still kind of want to do it. Definitely no other race has that kind of favored class bonus for the kineticist.


Pathfinder Companion Subscriber

Seems very powerful indeed... and fun :)

I'm sure nobody will mind, probably a lot weaker than the wizard archetype everyone is talking about anyway. Think I'll need to make a phytokineticist backup for sure.


1 person marked this as a favorite.
Alchemaic wrote:
Rysky wrote:
... so Wizards aren't allowed to have nice things?
Since Wizards are on the top end of the power scale there's plenty of room for archetypes that strengthen one aspect at the cost of another or just shift focus in a way that might be technically weaker than a straight wizard but enables a different playstyle that an unarchetyped one couldn't pull off. For example, the Scrollmaster and Spellslinger archetypes are weaker than your standard Wizard because of their focus, but they enable new builds that I personally find more fun. Or the Undead Master from Horror Adventures which shifts focus over to necromancy without significantly boosting the power of the class beyond whatever boosts undead minionmancy grants inherently.

I'd love to see more wizard archetypes like Undead Master, which make the wizard far more specialized in a particular school. (Things like a conjuration archetype that can increase the time on their summons to make them more of a class feature, or an illusionist archetype that gives greater combat utility to illusionist spells.) The undead master doesn't really increase the wizards power, but it does make a certain style of play more viable, and I liked that kind of design.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I saw the Gathlain Kineticist FCB and wondered, "is this a typo?".


Dragon78 wrote:

I saw the Gathlain Kineticist FCB and wondered, "is this a typo?".

What does it do?


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Dragon78 wrote:
I saw the Gathlain Kineticist FCB and wondered, "is this a typo?".

Whoops, guess Gathlains get to do at least 33% more damage than every other race from level 7 onward!


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Plausible Pseudonym wrote:
Dragon78 wrote:

I saw the Gathlain Kineticist FCB and wondered, "is this a typo?".

What does it do?

Spoiler:
Increases the efficacy of gather energy.
Grand Lodge Contributor

3 people marked this as a favorite.

I'm glad to see people like some of the stuff I designed for this one, such as the twinned summoner and the sorrow discipline. ^_^ Can't wait to get my contributor copy!


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I could see the gathlain's FCB for the wood element but for every element, not so much. It is an awesome FCB but I wouldn't be surprised if it gets some erata in the near future. I wish there were more favored class bonuses this awesome.

Looks like Luthorne already answered your question Plausible Pseudonym;)

Lantern Lodge

Could anyone give me some more information on the Skald archetype? Like what they trade out and what they (roughly) get in return? Limited Wildshaping was mentioned but how limited is it?


Alchemaic wrote:
\Since Wizards are on the top end of the power scale there's plenty of room for archetypes that strengthen one aspect at the cost of another or just shift focus in a way that might be technically weaker than a straight wizard but enables a different playstyle that an unarchetyped one couldn't pull off. For example, the Scrollmaster and Spellslinger archetypes are weaker than your standard Wizard because of their focus, but they enable new builds that I personally find more fun. Or the Undead Master from Horror Adventures which shifts focus over to necromancy without significantly boosting the power of the class beyond whatever boosts undead minionmancy grants inherently.

Agreed. Wizards can have nice things, but they definitely need to make it a trade.

Plausible Pseudonym wrote:


Edit: On second thought, part of the problem is that we're limiting our view to Archetypes, where the Wizard stands out when buffed because it has no meaningful stuff to trade away, and forgetting that these things are in Player Companions, which specialize in occasional OP abominations.

I wouldn't say there's no meaningful stuff to trade away. Arcane bond, schools, or heck, trade in some casting, reduce slots per day or something!


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Cuàn wrote:
Could anyone give me some more information on the Skald archetype? Like what they trade out and what they (roughly) get in return? Limited Wildshaping was mentioned but how limited is it?

Serpent Herald:
So, they trade their 3rd-level rage power for the ability to grant various serpentine aspects to those affected by inspired rage as a polymorph effect, and spell kenning to wildshape into specific forms once a day, scaling up to three times a day at high levels. Initially they can still sing for using inspired rage and such,

but not for other things, but eventually they get the benefits of Wild Speech. Also at high levels they get freedom of movement
while wildshaped.


Really impressed with the book. Lots of interesting options, such as Cha-based Monk and Witch archetypes along with a trait that changes skills to Cha, one of the cleverest racials I've seen in Imposter-Wary and some ridiculously flavourful time magic. In fact the flavour across the board is spot on. Great work by all involved.


Ths book sounds really nice! I'm really interested in the shapeshifter bloodlines and the Whimsy mystery. Too bad there isn't a kineticist archetype, though.

Could someone tell what the Heart of the Fey racial is about?


3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Cruel Illusion wrote:

Ths book sounds really nice! I'm really interested in the shapeshifter bloodlines and the Whimsy mystery. Too bad there isn't a kineticist archetype, though.

Could someone tell what the Heart of the Fey racial is about?

Heart of the Fey:
Trades Skilled for low-light vision, a +1 bonus on two saves, and treating Knowledge (nature) and Perception as class skills. Quite nice.
Sczarni

Pathfinder Companion, Roleplaying Game Subscriber
Mikko Kallio wrote:
I'm glad to see people like some of the stuff I designed for this one, such as the twinned summoner and the sorrow discipline. ^_^ Can't wait to get my contributor copy!

The twinned summoner gave me a great idea for a character. Outflank. Paired opportunist, improved out flank, broken winged gambit...

And have combat reflexes, two weapon fighting, and exotic weapons profile cycle, wakizashis. 18-20 critical range soon to be 15-20 with keen. Two AOO with every critical and two AOO if attacked... plus my AOO get a +8 bonus due to flanking and paired opportunist...


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Twinned summoner is also a nice choice for a character with a body double. It's a much easier route to go than kitsune summoner with realistic likeness and an ancestor eidolon.


dharkus wrote:
NO - Wizards are never allowed good things as they're too OP - they should give those spells to rogues to balance things out a bit! [/sarcasm]

Sarcasm or not, they did that already with Eldrictch Scion. :)


Could I get a little more info on the new sorcerer bloodline? What makes it such a great shapeshifter?


2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Brew Bird wrote:
Could I get a little more info on the new sorcerer bloodline? What makes it such a great shapeshifter?

Spoiler:
Well, one of the abilities lets you bump a single casting of a minute-per-level polymorph up in duration by a factor of ten, and eventually sixty! With extend spell, you can start being a dragon permanently. The normally-boring first level melee ability is actually useful, as you can use it to boost claw damage if you have claws already. The other abilities are really neat, like adding movement abilities to your personal transmutations, or turning yourself into an AoE attack.
Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
QuidEst wrote:
Brew Bird wrote:
Could I get a little more info on the new sorcerer bloodline? What makes it such a great shapeshifter?
** spoiler omitted **

The name of the bloodline is also literally "Shapeshifter".


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So, the first thing I turned to in the book was the Grasping Vine Shaman Archetype. Coincidentally, a few weeks ago I made a Shaman who worships The Green Mother and submitted it to the character contest Tonya Woldridge held, so I’ve put a lot of thought into this type of character. I have some constructive criticism of the archetype.

First, I think it’s common knowledge that first level Shamans are pretty weak since they don’t have a hex yet, and they can’t take the Extra Hex feat until 3rd level. So, the first hex the shaman gets at 2nd level is pretty important for making the character enjoyable in combat at low levels. This archetype trades away that first hex for an improved “speak with plants” ability. That means the first hex doesn't come until 4th level and the character can't take Extra Hex until 5th level. That’s probably going to make the first few levels pretty painful to play through.

Secondly, the archetype seems to try to solve a problem that wasn’t really there: to make a plant focused Shaman. Between the Nature spirit and the Wood spirit, that aspect was actually covered pretty well already. Yes, this archetype gives access to “plant shape I” and “plant shape II” effects, but Wood already granted access to a “plant shape III” effect.

If the idea was to make a Shaman more in line with the Green Mother’s characteristics, I think it would have been more interesting to give this archetype some charm/enchantment spells and/or abilities, which are not well represented on the Shaman’s spell list at several levels. (One solution I did find for this is to use the Human favored class ability to add enchantment spells from the Cleric’s spell list to round out the character.)

In general I could see this archetype being interesting for an NPC of 8th level or higher, but most players are probably better off sticking with the standard Shaman for low level play.


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

I'm really enjoying some of the stuff in here. I love the idea of having some more time manipulation spells, especially since I have an Oracle of Time at the moment.

I think there is a problem with the Army Across Time spell. It functions like Ally Across Time, but can make one duplicate per level. However, Ally Across Time only makes 1 temporal box per 2 levels and the box disappears after one duplicate has appeared in it. So effectively, the number of duplicates in the higher level spell is actually limited to the number of boxes in the lower level spell, i.e. 1 per 2 levels.


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Mimo Tomblebur wrote:

I'm really enjoying some of the stuff in here. I love the idea of having some more time manipulation spells, especially since I have an Oracle of Time at the moment.

I think there is a problem with the Army Across Time spell. It functions like Ally Across Time, but can make one duplicate per level. However, Ally Across Time only makes 1 temporal box per 2 levels and the box disappears after one duplicate has appeared in it. So effectively, the number of duplicates in the higher level spell is actually limited to the number of boxes in the lower level spell, i.e. 1 per 2 levels.

Check the "Effect" line- it gets a lot of extra boxes over its lower level cousin.


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

Oops, okay, thanks for pointing that out. So much for the only "two exceptions" in the text.


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Mimo Tomblebur wrote:
Oops, okay, thanks for pointing that out. So much for the only "two exceptions" in the text.

Well, I mean, it's also a different spell level, so I would take that to mean two further exceptions. Anyway, glad they didn't accidentally limit the spell.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Is there text missing from Improved Precise Strike? I can't see what qualifies it as a teamwork feat as it currently stands.

Sczarni

Pathfinder Companion, Roleplaying Game Subscriber

I think it just adds bleed when you use precise strike.

Sczarni

Pathfinder Companion, Roleplaying Game Subscriber

Just reread it and ya I was right.

http://www.d20pfsrd.com/feats/combat-feats/precise-strike-combat-teamwork/

It plays off of this.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

I believe Paul was inquiring into why it had a Teamwork tag attached, since nothing in it calls out someone else needing it.

Ninajed and answered by Verzen, Precise Strike is a teamwork feat.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber

Thank you, Verzen. Should have checked Precise Strike before commenting.


Plausible Pseudonym wrote:


Edit: On second thought, part of the problem is that we're limiting our view to Archetypes, where the Wizard stands out when buffed because it has no meaningful stuff to trade away, and forgetting that these things are in Player Companions, which specialize in occasional OP abominations.

There's always stuff to trade out.... want your Wizard to become uber specialised and gnarly??... Fine

Trade out all bonus feats (including scribe scroll), arcane bond and lose 1 spell slot per level....

After all specialisation takes time and lots of study....


1 person marked this as a favorite.
doc roc wrote:
Plausible Pseudonym wrote:


Edit: On second thought, part of the problem is that we're limiting our view to Archetypes, where the Wizard stands out when buffed because it has no meaningful stuff to trade away, and forgetting that these things are in Player Companions, which specialize in occasional OP abominations.

There's always stuff to trade out.... want your Wizard to become uber specialised and gnarly??... Fine

Trade out all bonus feats (including scribe scroll), arcane bond and lose 1 spell slot per level....

After all specialisation takes time and lots of study....

I was following you until you said lose 1 spell slot per level. I can't imagine playing a wizard archetype like that.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion Subscriber
Archmage Variel wrote:
doc roc wrote:
Plausible Pseudonym wrote:


Edit: On second thought, part of the problem is that we're limiting our view to Archetypes, where the Wizard stands out when buffed because it has no meaningful stuff to trade away, and forgetting that these things are in Player Companions, which specialize in occasional OP abominations.

There's always stuff to trade out.... want your Wizard to become uber specialised and gnarly??... Fine

Trade out all bonus feats (including scribe scroll), arcane bond and lose 1 spell slot per level....

After all specialisation takes time and lots of study....

I was following you until you said lose 1 spell slot per level. I can't imagine playing a wizard archetype like that.

Do you like Wizards? I mean, your nickname and your profile kind of hint at that, but vaguely.


Gorbacz wrote:
Archmage Variel wrote:
doc roc wrote:
Plausible Pseudonym wrote:


Edit: On second thought, part of the problem is that we're limiting our view to Archetypes, where the Wizard stands out when buffed because it has no meaningful stuff to trade away, and forgetting that these things are in Player Companions, which specialize in occasional OP abominations.

There's always stuff to trade out.... want your Wizard to become uber specialised and gnarly??... Fine

Trade out all bonus feats (including scribe scroll), arcane bond and lose 1 spell slot per level....

After all specialisation takes time and lots of study....

I was following you until you said lose 1 spell slot per level. I can't imagine playing a wizard archetype like that.
Do you like Wizards? I mean, your nickname and your profile kind of hint at that, but vaguely.

Nah I hate them. They're awful. All joking aside they're probably my favorite class and I'm a fairly big fan of trying out different builds for them. I've just never had that big a click with any of the other classes (although I suppose the magus is ok). Is that that uncommon to tend towards playing a specific class?


How is the book organized? By function (archetypes, spells, feats, etc.), or by theme? Lots of the abilities are obviously associated with a particular eldest, do they each get their own section, plus some others for those with a critical mass of non-Eldest options?


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Plausible Pseudonym wrote:
How is the book organized? By function (archetypes, spells, feats, etc.), or by theme? Lots of the abilities are obviously associated with a particular eldest, do they each get their own section, plus some others for those with a critical mass of non-Eldest options?

Generally by theme, various Eldest get their own two pages, while others focus on things like fey heritage, killing fey, and other such.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

Personally, while I'm still fine with it as written, I think I'd like the chronomancer better if it replaced arcane school (plus possibly one or more bonus feats). It does feel like it gives a little too much as-is.


Are both Miserable Pity and Crushing Despair on the bonus spells of the Sorrow discipline?

Contributor

7 people marked this as a favorite.
Plausible Pseudonym wrote:
Who developed this one?

That would be me. I both outlined and developed it, which means the criticisms fairly land with me, and the accolades fairly land with the incredibly talented authors. :-)

But I can answer questions from the outline/developer perspective, if anyone has them. To answer a few things that have come up on those:

First, one key reason there wasn't a kineticist archetype here is not just because it didn't seem to fit well, but also because I didn't feel as though I fully grokked the class well enough at that time to develop an archetype for it (but fear not, kineticist fans, as a project I developed coming out a bit later has oodles of kineticist goodness. What happened in the meantime? A player in my Hell's Vengeance campaign has a kineticist, so I've really dug into that class!).

Second, I was so taken with the lengthy descriptions of the Eldest in First World, Realm of the Fey, that I wanted to break down new player rules in the same way here in this book (at least, in large part). That ended up being particularly convenient to break out the new rules like "oh, sneaky stuff goes with Count Ranalc, barbarian/ocean stuff goes with Raghadan," but it also meant I could think mine the great stories of the Eldest for ideas (like the Twinned Summoner for Imbrex).

I'm glad to see so much positive feedback here!


1 person marked this as a favorite.

Ron, it sounds amazing and I can't wait to buy it next week.

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