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Raziah Barany's page

3 posts. Alias of rdknight.


Full Name

Raziah Barany

Race

Human

Classes/Levels

Inquisitor (Sanctified Slayer / Ravener Hunter) 5

Gender

Female

Size

Medium

Age

24

Alignment

NG

Deity

Torm

Languages

Common

Strength 18
Dexterity 18
Constitution 18
Intelligence 15
Wisdom 17
Charisma 15

About Raziah Barany

Raziah Illustration

Statistics:
Female Human Inquisitor (Sanctified Slayer - Ravener Hunter) 5
NG Medium Humanoid (Human)

Init +7; Senses Perception +10
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DEFENSE
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AC 20, touch 16, flat-footed 15 (+4 Armor, +4 Dex, +1 Dodge, +1 Magic)
hp 53
Fort +10, Ref +7, Will +9
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OFFENSE
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Speed 30 ft.

Melee +7 (+8 MWK Greatsword)

Ranged +7 (+8 +1 Longbow)
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STATISTICS
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Str 18, Dex 18, Con 18, Int 15, Wis 17, Cha 15 (+2 Human Bonus: Cha / +1 Level 3 Bonus: Dex)

Base Atk +3; CMB +7; CMD 23
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TRAITS

Affable: (Social):
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Fate’s Favored (Faith):
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Dangerously Curious (Magic):
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Trap Finder (Campaign):
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Oppressive Expectations (Drawback):
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

FEATS

Fast Learner (1st Level):
You possess extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Precise Shot (2nd Level):
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Combat Advice (3rd Level):
Your succinct words can aid an ally even in the heat of battle.
Benefit(s): As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

Devil Hunter (Class Bonus):
Prerequisites: Knowledge (planes) 6 ranks.
Benefit: You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of devils. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the devil subtype you recognize as devils.

Escape Route (Class Bonus Teamwork):
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Dodge (4th Level):
Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Healer's Hands (5th Level):
Your healing efforts are bolstered by positive energy.
Prerequisite(s): Heal 1 rank, Knowledge (planes) 1 rank.
Benefit(s): You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.
You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

Skills (60 points; 30 class, 10 INT, 5 Skilled, 5 FCB, 10 Background)
ACP -2

SKILLS

Acrobatics* +6 = DEX 4+2+0
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Appraise +3 = INT 2+1+0 (+1 Background)
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Bluff +9 = CHA 2+4+3
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Climb* +8 = STR 4+1+3
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Craft +2 = INT 2+0+0
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Diplomacy +9 = CHA 2+4+3
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Disable Device*† +13 = DEX 4+5+3+1 (+1 Trait)
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Disguise +7 = CHA 2+2+3
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Escape Artist* +4 = DEX 4+0+0
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Fly* +4 = DEX 4+0+0
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Handle Animal† +3 = CHA 2+1+0
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Heal +10 = WIS 3+4+3
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Intimidate +8 = CHA 2+1+3+2 (+2 Stern Gaze)
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K (Arcana +6 = INT 2+1+3
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K (Dungeoneering)† +6 = INT 2+1+3
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K (Engineering)† +2 = INT 2+0+0
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K (Geography)† +3 = INT 2+1+0 (+1 Background)
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K (History) +3 = INT 2+1+0 (+1 Background)
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K (Local) +8 = INT 2+3+3
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K (Nature)† +7 = INT 2+2+3
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K (Nobility)† +2 = INT 2+0+0
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K (Planes)† +8 = INT 2+3+3
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K (Religion)† +7 = INT 2+2+3
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Linguistics +3 = INT 2+1+0 (+1 Background)
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Perception +10 = WIS 3+4+3
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Perform (Sing) +2 = CHA 2+0+0
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Profession +3 = WIS 3+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +10 = WIS 3+2+3+2 (+2 Stern Gaze)
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Sleight of Hand*† +12 = DEX 4+5+3 (+5 Background)
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Spellcraft +6 = INT 2+1+3
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Stealth +10 = DEX 4+3+3
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Survival +7 = WIS 3+1+3 (+2 Tracking)
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Swim* +8 = STR 4+1+3
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Use Magic Device +9 = INT 2+3+3+1 (+1 Trait)
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*ACP applies to these skills
Non-Standard & Situational Skill Bonuses

-Diplomacy: +2 Bonus to gather information for 1/2 time (Affable trait)
-Knowledge Planes: +2 Bonus to know powers/abilities of devils (Devil Hunter Feat)
-Survival: +1 Bonus to identify or follow tracks (Class Ability)
-Bluff, Perception, Sense Motive, Knowledge (all): +2 (Studied Target)
-Knowledge (All): +3 Identify abilities and weaknesses of creatures (Monster Lore)
-Disable Device: +2 (MWK Thieves Tools)
-Sleight of Hand: +4 Hide Thieves Tools (Concealable Thieves Tools)

Languages

Special Abilities:

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SPECIAL ABILITIES

HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Awareness:
Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.

INQUISITOR: Ravener Hunter (Free) / Sanctified Slayer (Standard):

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Clandestine Inquisition:
While inquisitors often take on the domains permitted to the clerics of the faith, they are privy to special lore not open to priests and other agents of their religion. These divine pursuits, called inquisitions, grant inquisitors the tools necessary for the fight against enemies of the faith. An inquisitor may select an inquisition in place of a domain.
If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's inquisitor level + her Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level.

-Granted Powers:
Secrecy is required of the faithful in lands where your deity’s worshipers are hunted. Sleight of Hand is a class skill for you.

-Disappear (Sp):
You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

-Blessed Secrecy (Su):
At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Charged By Nature (Time Mystery):

-Temporal Celerity (SU):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Studied Target (Ex):
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (Ex):
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex):
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat:
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su):
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp):
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Spells:

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Spells
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0th (At Will) DC 13

Detect Magic
Guidance
Light
Oath of Anonymity
Read magic
Stabilize

1st (4+1/day) DC 14

Bless
Cure Light Wounds
Divine Favor
Protection from Evil

2nd (2+1/day) DC 15

Anticipate Thoughts
Brow Gasher
Focused Scrutiny

Gear/Possessions:

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GEAR/POSSESSIONS
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Magic

Cloak of Resistance +1
Traveler’s Any-Tool
Wand: Cure Light Wounds (50)
Wand: Shield of Faith (50)
Wand: Magic Weapons (50)
Wand: Disrupt Undead (50)
Scroll: Keep Watch
Scroll: Comprehend Languages
Scroll: Skim
Scroll: Detect Thoughts
Scroll: Restoration (Lesser)
Scroll: See Invisibility
Scroll: Tongues

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Consumables

Alchemists Fire (1)
Acid Flask (2)
Holy Water (1)
Tinder Twigs (2)
Candles (10)
Torches (10)
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MWK (+4 STR) Composite Long Bow
MWK Greatsword (Cold Iron)
Dagger
Club
Arrows (20 Standard, 10 Cold Iron, 10 Alch Silver)
MWK Chain Shirt
Explorer's Outfit
Spring-Loaded Wrist Sheath x2
Concealable MWK Thieves Tools
Holy Symbol (wooden)
MWK Backpack
Ink
Parchment x3
Scroll Case
Journal
Novel (Comedy)
Belt Pouches x2
Spell Component Pouch
Spell component Pouch (Spare)
Bandolier
Mending Kit
Small Metal Mirror
Grooming Kit
Soap
Silk Rope x2 (100')
Bedroll
Flint and steel
Iron pot
Mess kit
Rope (50')
Soap
Waterskin

Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.

Money 3 GP 8 SP 5 CP

Background:

Background

For almost three years Raziah has wandered The Vast and The Dalelands, both cities and the empty places. She presents herself as an itinerant healer or, if that service isn’t in demand, laborer. Her true purpose though is to act as the eyes and ears for Torm’s temple in Tantras. She is one of the very few engaged in her kind of service; it isn’t the sort of work that fits naturally within Torm’s religion doctrinally or organically. But then Raziah doesn’t fit either.

She is one of the many who were taken into the church as children after their parents had given over their souls for Torm to drain from them to empower his fight with Bane. So large was this cohort, especially in the city of Tantras, that it bears its own name, the Martyrs’ Progeny. Raziah was nine years old at the time. Her brother Joris was four, perhaps a more fortunate age for the tragedy because he did not understand what had happened and why. Raziah did understand, but was too young to accept it. She never has accepted it since. What started as fright, sadness, and loneliness became anger and resentment with time.

Raziah did not settle easily into her new life as a temple student. She was unruly and disobedient. When she was reprimanded, Raziah was disrespectful in response. When she was given punishments, she bore them with stiff-necked stoicism. Torm’s religion is austere, with obedience within hierarchy, order, duty, and impeccable behavior as core principles. If she had not been one of the Martyrs’ Progeny it is almost certain she would have been ejected from the temple. But, Torm himself had promised all those who volunteered to sacrifice themselves their children would be cared for, and such a promise could not be broken.
Besides, there were a few teachers and clerics at the temple who saw other, valuable qualities in Raziah.

As she got older, Raziah grew to be extraordinarily accomplished physically, strong, agile, and possessed of great stamina. A bare handful of her peers had a chance of besting her athletically, and she was a natural in her martial training. Her reflexes were so keen it was almost as if she could glimpse what was about to happen before it occurred. Despite her disciplinary problems, Raziah was also a good student, intelligent and a quick learner. While it was a thorn in everyone’s side, she had considerable force of will. Despite all the effort spent by her teachers and supervisors, Raziah was never bent into compliance at the temple beyond the bare requirements for living there. She was also generally likable despite herself, and had a sort of way with people when she wanted to. Finally, while her adherence to a considerable portion of the tenants of Torm’s faith was tragically lacking, Razia never renounced her faith.

The stalemate between the temple authorities and Raziah ground on for almost ten excruciating years. As the years passed, many of Raziah’s peers were taken under the wing of one member of the clergy or another for mentoring as their talents were recognized. This did not happen for Raziah, not that she cared. Those members of the clergy who did see more than the delinquent in her were convinced she could have been truly great if only the church could have molded her successfully. In any case, nobody at the temple expected Raziah to remain there once she reached adulthood. Raziah had one last surprise for them though. When she reached her eighteenth birthday, she asked for a role in the church, but in another location outside Tantras.

Only a priest named Seguran could think of a use for Raziah. Seguran was known among the clergy as a very pragmatic man. He had kept his eye on Raziah for quite a while, but had been unwilling to invest any time or energy in her until she passed this last test. Of course there were vanishingly few places for Raziah within the church. A religion distinguished by the production of so many Paladins could not trust she would adhere to a rigid code. As a member of the clergy, she would be disruptive wherever she was sent. Seguran arranged to interview Raziah for something else entirely.

He was blunt with Raziah, opening by telling her she was a toxic presence at the temple, and he did not believe a mere change in location would alter anything. He also acknowledged that he believed she found life at the temple equally toxic. Seguran further explained he had an assignment to offer her that would solve the problem. She would be working alone, out in the world rather than within the church. He added it would be the only offer she would get. She had already been passed over everywhere else. Seguran only briefly explained the role he was offered at that time.

”We are a great power for good in the world, not only through words but also armed might. However, as you hopefully know, strength does not mean the absence of weaknesses. Torm’s wisdom is unimpeachable of course, and his faith without question the true path. But there is a weakness in it. When one of our Paladins enters a town, the corrupt and evil there scatter and go to ground like cockroaches. Our Paladins, the cream of our church, are prepared to be challenged, but they are not prepared if they go unchallenged. I am aligned with all our church in believing the end does not justify the means. Where I depart from so many in our church is by believing the means is not the end.”

”I do what I can to compensate for this common mistake. The few who work under me, and perhaps you some day, do what our priest and paladins cannot. If you work for me, you will go out as a common traveler, not a servant for Torm. You will watch and listen, to learn what you can about the cockroaches. You will make acquaintances and friends, from whom you will delicately extract information. Your goal in all this is to find the threat or danger that is not yet a threat or danger. Too often in the past Torm’s church has waited for the obvious, then found ourselves surprised or engaged in bloody and costly struggles that could have been avoided if we had acted sooner. Your mission would be to help us act sooner.”

Raziah only needed a day and night to consider before she accepted Seguran’s offer. She trained under Seguran for a couple of years. Raziah had to learn some new skills that are scorned by Torm’s faithful, like how to open locks, or swipe items without notice. She also needed to learn how to rethink deception as a tool, and when it could be ethical to use it. Of course all these lessons were thoroughly woven through with a new philosophy of when and how Raziah could set aside certain conventions or restrictions imposed by Torm’s faith if her goal of serving Torm required it.

At first Seguran assigned Raziah to work within The Vast, but after a novice year he added the Dalelands to her territory. Aside from one visit to the temple in Tantras at the end of her first year, she has never gone back there. Seguran requires one detailed written report from her each month, and that’s what she gives him.

Appearance and Personality:

Height: 5'6” | Weight: 135 | Hair: Dark Brown | Eyes: Hazel Green

Appearance

Personality

Meyers-Briggs Type: ISTP

Character Progression and Party Roles: