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Published by Dragoonmk3, 2023-05-11 23:28:30

Pathfinder Ultimate Wilderness

PZO1140 Ultimate Wilderness

UlTImaTe wIlderNess 4 doses of fluid are consumed without allowing the cactus to replenish any, the cactus dies. A salvation cactus has a growing season of 13 weeks in the summer. CULTIVATION REQUIREMENTS COST 4,000 GP Cultivate Magic Plant, cure light wounds, lesser restoration, cultivator must have 1 rank in Knowledge (nature) SHELTERSHRUB PRICE 12,000 GP SLOT none CL 1st WEIGHT 50 lbs. AURA faint abjuration This leafy red or blue shrub grows to a height of 6 feet. It grows small, blue, overly sweet berries. The berries provide an effect identical to endure elements when consumed. If a berry is consumed before the effect of a previously consumed berry has worn off, it has no effect. A sheltershrub produces six berries per day during its two growing seasons, which are 13 weeks each in the summer and winter. A shrub has no more than 50 berries at a time. CULTIVATION REQUIREMENTS COST 6,000 GP Cultivate Magic Plant, endure elements, cultivator must have 1 rank in Knowledge (nature) TREE OF KNOWLEDGE PRICE 3,000 GP SLOT none CL 3rd WEIGHT 500 lbs. AURA faint divination This large tree bears both vibrant red and dull yellow apples. The imbiber of a red apple gains a +5 insight bonus on her next Knowledge check. Consuming a yellow apple grants a single use of augury. The effects of an apple wear off after 24 hours, whether or not its abilities have been used. A tree of knowledge produces one red apple per day and one yellow apple per week during its growing season, which lasts for 13 weeks in the spring. The tree has no more than seven red apples and one yellow apple at any given time. CULTIVATION REQUIREMENTS COST 1,500 GP Cultivate Magic Plant, augury, cultivator must have 1 rank in Knowledge (nature) TREE OF WOE PRICE 20,000 GP SLOT none CL 11th WEIGHT 500 lbs. AURA strong enchantment This massive tree bears no leaves, and its branches are twisted and vile. A creature tied to the tree becomes more susceptible to influence, taking a –4 penalty on Will saves, Sense Motive checks, and opposed Charisma checks. In addition, once per day, a character can attempt a DC 20 Knowledge (nature) check to force a creature tied to the tree to tell the truth, as if the target had failed a save within a zone of truth. A tree of woe is potent year round, but it can have a new creature lashed to it only once per month. CULTIVATION REQUIREMENTS COST 10,000 GP Cultivate Magic Plant, charm monster, zone of truth, cultivator must have 6 ranks in Knowledge (nature) WATERWALK REEDS PRICE 30,000 GP SLOT none CL 5th WEIGHT 50 lbs. AURA faint transmutation These thin reeds are topped with fluffy, edible seedpods that grant a creature a puffy appearance and the ability to walk on water. This effect lasts for 1 hour. The reeds occupy a 20-squarefoot area, maturing seemingly at random. Waterwalk reeds produce one pod every day during its two 13-week growing seasons in the summer and fall; there are usually 12 pods available at a time. The pods remain potent for 2 weeks. CULTIVATION REQUIREMENTS COST 15,000 GP Cultivate Magic Plant, water walk, cultivator must have 1 rank in Knowledge (nature) WONDROUS ITEMS Wondrous items are diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be wielded or utilized. The term “wondrous items” is a catchall category for anything that doesn’t fall into any other groups such as weapons, staves, and so on. Anyone can use a wondrous item, unless the item specifies otherwise in its description. There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and those who want to benefit from such items must wear that item in the correct slot. Slotless items are often use-activated or triggered by a command word. Table 7–4: Wondrous Items Lesser Medium Wondrous Items Price Belt of spirit vines 15,000 gp Bestial rags 8,000 gp Coat of mist 8,400 gp Greensurge bomb 750 gp Guiding scarab 13,000 gp Rootsense boots 9,000 gp BELT OF SPIRIT VINES PRICE 15,000 GP SLOT belt CL 5th WEIGHT 2 lbs. AURA faint transmutation This belt is constructed from woven vines. Its wearer can touch a willing creature and cause a ghostly vine to grow from the belt, connecting the wearer to the target creature. While connected to another creature, when the wearer casts a druid, ranger, shaman, or witch spell with a range of touch on herself, both the wearer and the connected creature gain the benefits of the spell for half the spell’s duration (rounded down); this has no effect on instantaneous or permanent spells. The spell’s effects on the connected creature end if the vine’s range is exceeded. The vine can grow up to a length of 30 feet, and it vanishes if the wearer or connected creature moves beyond its maximum range. The vine can remain connected indefinitely, but the connection is broken if the wearer dismisses it or connects the vine to another creature. 250


CHAPTER 7 GEAR AND MAGIC ITEMS CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, plant growth BESTIAL RAGS PRICE 8,000 GP SLOT body CL 10th WEIGHT 2 lbs. AURA moderate transmutation These tattered and ragged garments extend the duration of a shifter’s bestial transformations, allowing her to shift into her aspects’ minor forms for 5 additional minutes per day. Each set of bestial rags is also tied to a specific aspect, typically being made of the hide of that creature and embossed with crude pictograms of it, allowing a shifter to assume that aspect’s minor and major form, as appropriate for her level. If the shifter already has the ability to shift into that form, that aspect’s major form functions as if she were 2 levels higher. CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, beast shape II COAT OF MIST PRICE 8,400 GP SLOT chest CL 5th WEIGHT 3 lbs. AURA faint transmutation This gossamer jacket of gray-and-white silk allows the wearer to blend into mist and become almost invisible. She gains a +5 bonus on Stealth checks in areas of fog, mist, smoke, or even heavy spray (such as from a waterfall or crashing surf). As a standard action, the wearer can gain total concealment in such conditions, regardless of the distance between her and observers. Attacking does not end this total concealment, though the wearer must remain within or adjacent to the misty area to retain total concealment. The wearer can use the total concealment ability for a total of 5 rounds per day; these rounds need not be continuous. Once per day, the wearer of a coat of mist can turn into mist, as per gaseous form, for up to 5 rounds. CONSTRUCTION REQUIREMENTS COST 4,200 GP Craft Wondrous Item, gaseous form, obscuring mist GREENSURGE BOMB PRICE 750 GP SLOT none CL 5th WEIGHT 1 lb. AURA faint transmutation A greensurge bomb is a small, magically and alchemically treated plant bulb with a root growth that forms a handle. The bomb can be thrown like a splash weapon with a range increment of 10 feet. When the bomb strikes the ground, it bursts open, scattering weeds in a 10-foot radius. At the beginning of the thrower’s next turn, the weeds rapidly grow into thick undergrowth, creating an area of difficult terrain. The weeds flourish regardless of the surrounding natural terrain (even in urban settings or on hard rock floors) but don’t grow on damaging surfaces, such as pools of lava or acid. The new vegetation lasts for 5 minutes before it turns brown and crumbles to dust. CONSTRUCTION REQUIREMENTS COST 375 GP Craft Wondrous Item, plant growth GUIDING SCARAB PRICE 13,000 GP SLOT neck CL 12th WEIGHT — AURA strong divination This golden scarab beetle is a boon to wilderness travelers and those seeking long-lost places. The wearer gains a +5 competence bonus on Knowledge (geography) checks and on Survival checks to avoid getting lost, and she can always correctly read the labels and legend of any map she examines, as well as signposts and similar way markers, as if using comprehend languages. Once per week, the wearer can concentrate for 10 minutes to gain insight about her overland travels to come within the next week, as if casting divination. As a full-round action, the wearer can visualize or name a specific location and release the guiding scarab to fly ahead of her like a glowing golden beacon, showing its owner the direction to the destination as if she had cast find the path. While following the guiding scarab, its owner (and any mount she rides) and up to four other allies she designates when releasing the scarab gain the benefits of tireless pursuitAPG. When the find the path effect ends, the guiding scarab crumbles to dust. CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item, creator must have 5 ranks in Knowledge (geography), find the path, know direction, tireless pursuersAPG ROOTSENSE BOOTS PRICE 9,000 GP SLOT feet CL 5th WEIGHT 1 lb. AURA faint transmutation Twigs sprout from these tall brown boots. On command, while the wearer is on the ground, ghostly roots grow from the boots’ soles into the ground, granting their wearer tremorsense 30 feet for as long the wearer remains on the ground in the same space. While the roots are active, the boots provide two additional benefits. When the wearer is the target of a bull rush or trip attempt, living roots momentarily sprout from the boots into the earth, granting the wearer a +4 bonus to CMD to resist the attempt. The wearer also benefits from the flexibility of a living willow branch, gaining a +4 circumstance bonus on combat maneuver or Escape Artist checks to escape a grapple or slip bonds. CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, entangle 251


252 UlTImaTe wIlderNess aberrant companion 186 (animal companion) adventuring gear 242–245 aerie protector (druid) 47 alchemical tools 245–246 alchemist formulae list 222 alchemist wilderness-themed discoveries 34 ambassador (familiar) 210 ambusher (animal companion) 186 animal companion archetypes 186–189 animal companion feats 217–219 animal companion tricks 214–217 animal companions 178–182 animal exemplar (familiar) 210 animal magic item slots 176–177 antipaladin spell list 222 aromaphile (mesmerist) 17 arrow champion (swashbuckler) 95–96 augmented companion 186–187 (animal companion) auspice (animal companion) 187 avalancher (slayer) 86 avenging beast (vigilante) 96 bacchanal (skald) 84 barbarian rage powers 36–37 bard spell list 222 blighted defiler (kineticist) 62–63 blighted myrmidon (antipaladin) 91 bloodrager spell list 222–223 boaster (skald) 84–85 bodyguard (animal companion) 187 brutish swamper (barbarian) 37 bully (animal companion) 187 cartographer (investigator) 56 cave dweller (barbarian) 37–38 chameleon adept (hunter) 52 cleric spell list 223 commando (gunslinger) 91–92 crafting antivenom 143 cultivator (bard) 40–41 daredevil (animal companion) 187 deathtouched companion 187–188 (animal companion) desert raider (rogue) 76 dinosaur druid (druid) 47 disaster blessings (warpriest blessings) 97 earthquake blessing 97 flood blessing 97 tornado blessing 97 wildfire blessing 97 discovery and exploration 124–127 creating a territory 126–127 example territory 127 draconic companion 188 (animal companion) druid domains 46 Erosion domain 46 Vermin domain 46 druid spell list 223 dune rider (slayer) 86–87 egotist (familiar) 210 elementalist oracle (oracle) 68 elementalist shifter (shifter) 78–80 aspects 79–80 emissary (familiar) 210 familiar archetypes 210–213 familiars 190–209 unusual familiars 190 variant familiars 190 feats 100–121 feral champion (warpriest) 97 feral striker (brawler) 42 ferocity (psychic discipline) 92–93 fey courtier (bard) 11 fey prankster (rogue) 11 feytouched companion 188 (animal companion) fiendflesh shifter (shifter) 80–81 figment (familiar) 211 filidh (bard) 40 First World 128–133 echoes of the First World 132–133 Eldest 130 First World hazards 130–132 phantom ring 130–131 pixie pollen 131–132 weeping waste 132 First World planar traits 130 flamewarden (ranger) 72 flood walker (witch) 89 foraging and salvaging 134–135 forest preserver (paladin) 70 forester (hunter) 52–53 gathlains 9–14 alternate racial traits 10 favored class options 10 archetypes 11–12 fey courtier (bard) 11 fey prankster (rogue) 12 season sage (druid) 11–12 equipment 12–13 feats 13 magic items 13–14 racial traits 10 spells 14 geomancer (occultist) 66 ghorans 15–19 alternate racial traits 16 favored class options 16–17 archetypes and class options 17–19 aromaphile (mesmerist) 17–18 leafshifter (shifter) 18 verdant (bloodrager bloodline) 18–19 ghoran feats 19 ghoran magic item 19 ghoran racial traits 17 ghoran spell 19 Green Faith 136–141 archetypes 141 Green Faith initiate (druid) 141 Green Faith marshal (inquisitor) 141 green knight (cavalier) 44–45 guerrilla (slayer) 87 harvesting poisons 142–143 hazards and disasters 146–151 brambles 146 earthquake 146–147 elemental influx 147–148 fording a river 148–149 geothermal spring 149 reflective snow 149–150 spellgorging plants 150 thin ice 150 vampire orchids 150 volcano 150–151 herb witch (witch) 89–90 herbalism 152–155 herbalist (alchemist) 22 horticulturist (alchemist) 35 hunt caller (skald) 85 hunting paladin (paladin) 70–71 ice chemist (alchemist) 35 infiltrator (familiar) 211 inquisitor spell list 224 kineticist wild talents 58–62 leafshifter (shifter) 18–19 leshy caller (summoner) 94–95 leshy warden (druid) 47–48 leshykineticist (kineticist) 23 living avalanche (brawler) 42 magic items 246–251 magic plants 247–250 shield special abilities 246 weapon special abilities 246–247 wondrous items 250–251 magus spell list 224 mascot (familiar) 211 mauler (familiar) 212 medium spell list 224 menhir guardian (monk) 64 mesmerist spell list 224 natural philosopher (investigator) 56–57 naturalist (occultist) 66–67 nature rituals 238–239 nature-bonded magus (magus) 92 occult historian (occultist) 67 occultist spell list 224 oozemorph (shifter) 81–82 order of the Green (cavalier order) 44 pack hunter (barbarian) 38 paladin spell list 224–225 patient ambusher (hunter) 53 pilferer (familiar) 212 plant characters 8 plant companions 182–184 plant eidolon subtype 95 plant master (hunter) 53–55 plant speaker (bard) 22–23 poisons 143–145 prankster (familiar) 212 precocious companion 188 (animal companion) protector (familiar) 212 psychic spell list 225 racer (animal companion) 188 rageshaper (shifter) 82–83 raging cannibal (barbarian) 38 ranger spell list 225 river druid (druid) 48 river rat (rogue) 76–77 river soul (oracle) 68–69 road keeper (druid) 48–49 rot warden (druid) 49 sage (familiar) 213 saurian champion (cavalier) 45 scarab stalker (hunter) 55 season sage (druid) 12 season witch (witch) 90 shaman spell list 225–226 sharptooth (barbarian) 39 shifter 26–31 aspects 28–31 class features 26–28 class skills 26 INDEX


253 INDEX favored class options 31 skirmisher (fighter) 50 slayer talents 86 sly saboteur (rogue) 77 sylvan trickster (rogue) 77 sorcerer spell list 226 soulbound familiar (familiar) 213 spell lists 222–227 spells 227–237 spells of the wild 156–161 low-level play 156–159 mid-level play 159–161 high-level play 161 spiritualist spell list 226 star watcher (investigator) 57 stormwalker (ranger) 72 summit sentinel (ranger) 72–73 summoner spell list 226–227 symbiosis (psychic discipline) 93 terrakineticist (kineticist) 63 thundercaller (bard) 41 tidal hunter (ranger) 73 totem guide (animal companion) 189 toxic herbalist (ranger) 74 tracker (animal companion) 189 tree soul (oracle) 69 treestrider (hunter) 55 tribal fighter (fighter) 50–51 tribal weapon group 51 trophies and treasures 162–164 harvesting trophies 162–163 magical affinities of trophies 163–164 selling trophies 163 turfer (brawler) 42 valet (familiar) 213 venomfist (brawler) 43 verdant (bloodrager bloodline) 18 verdant companion 189 (animal companion) verdant grappler (brawler) 43 verdant shifter (shifter) 83 vermin companions 184–185 viking (fighter) 51 vine leshys 20–25 alternate racial traits 21 favored class options 21–22 growing a vine leshy 22 archetypes and class features 22–24 herbalist (alchemist) 22 Leshy subdomain 23 leshykineticist (kineticist) 23 photokinetic infusion 24 plant speaker (bard) 22–23 equipment 24 feats 24–25 magic items 25 racial traits 21 spells 25 wasteland meditant (monk) 64–65 water dancer (monk) 65 weather 165–171 climate 165–166 cloud cover 171 elevation 166 precipitation 167–169 seasons 166 severe events 171 temperature variations 166–167 weather events 169–170 weretouched (shifter) 83 wild soul (ranger) 75 wildborn (barbarian) 39 wilderness explorer (ranger) 74 wilderness traps 172–173 wilderness warden (paladin) 71 wildstrider (swashbuckler) 96 witch hexes 88 witch patrons 88–89 witch spell list 227 wizard spell list 226 wood (kineticist element) 58 wood (shaman spirit) 93–94 woodland sniper (slayer) 87 wrecker (animal companion) 189 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Animal Lord, Cat Lord from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Atomie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Gary Gygax. Kelpie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Leprechaun from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Slime Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene. Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.


Book of the Damned Paizo, Paizo Inc., the Paizo golem logo, Pathfi nder, and the Pathfi nder logo are registered trademarks of Paizo Inc.; Pathfi nder Roleplaying Game is a trademark of Paizo Inc. © 2017, Paizo Inc. paizo.com/pathfi nder EXPLORE THE DEMONS, DEVILS, AND DAEMONS THAT INFLUENCE MORTAL LIFE AND PREY UPON THE SOULS OF THE UNQUIET DEAD! GAZE UPON THE WICKED REALMS OF HELL, ABADDON, AND THE ABYSS, AND EXPLORE NEW RULES TO TAKE THE FIGHT TO EVIL—OR JOIN IT! AVAILABLE NOW! PZO1139 Book of the Damned Available Now Ad.indd 1 7/12/17 11:43 AM adveNTUrer’s dveNTUrer’s GUIde Paizo, Paizo Inc., the Paizo golem logo, Pathfi nder, and the Pathfi nder logo are registered trademarks of Paizo Inc.; Pathfi nder Roleplaying Game is a trademark of Paizo Inc. © 2017, Paizo Inc. paizo.com/pathfi nder Available Now! Don’t face the darkness alone! Join the ranks of incredible adventuring societies and unlock their secrets with the Adventurer’s Guide, an exciting hardcover rulebook for the Pathfi nder Roleplaying Game! Inside you’ll fi nd 18 organizations—including enigmatic Cyphermages, ironclad Gray Maidens, merciless Hellknights, Pathfi nder Society explorers, and Red Mantis assassins— ready to share their exclusive abilities with worthy adventurers. With tons of new archetypes, prestige classes, signature gear, spells, and more, heroes can unlock extraordinary paths to all manner of secret fi ghting arts and esoteric mysteries! It’s All About Who You Know PZO1138 AVAILABLE NOW-AdventurersGuide Ad.indd 1 7/13/17 11:28 AM


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paizo.com/pathfinder Printed in China. PZO1140 Wild, untamed lands hold a wealth of mystery and danger, providing the perfect backdrop for heroic adventure. Whether adventurers are climbing mountains in search of a dragon’s lair, carving their way through the jungle, or seeking a long-lost holy city covered by desert sands, Pathfinder RPG Ultimate Wilderness gives them the tools to survive the wilds. A new 20-level base class, the shifter, puts animalistic powers into the hands—or claws—of player characters and villains alike, with new class features derived from animalistic attributes. Overviews of druidic sects and rituals, as well as new archetypes, character options, spells, and more, round out the latest contribution to the Pathfinder RPG rules! Pathfinder RPG Ultimate Wilderness is an invaluable hardcover companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era. Pathfinder RPG Ultimate Wilderness includes: ► The shifter, a new character class that harnesses untamed forces to change shape and bring a heightened level of savagery to the battlefield! ► Archetypes for alchemists, barbarians, bards, druids, hunters, investigators, kineticists, paladins, rangers, rogues, slayers, witches, and more! ► Feats and magic items for characters of all sorts granting mastery over the perils of nature and enabling them to harvest natural power by cultivating magical plants. ► Dozens of spells to channel, protect, or thwart the powers of natural environs. ► New and expanded rules to push your animal companions, familiars, and mounts to wild new heights. ► A section on the First World with advice, spells, and other features to integrate the fey realm into your campaign. ► Systems for exploring new lands and challenging characters with natural hazards and strange terrain both mundane and feytouched. ► AND MUCH, MUCH MORE! Answer the Call


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