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Knights of Solamnia

D&D 3e (3.0/3.5) Rules

by James O'Rance


Solamnic Knights champion the cause of justice and honour. They follow a strict code of honour called the Oath and the Measure, which they enforce with their very lives. The Oath of these Knights, Est Sularus oth Mithas ("My honour is my life"), is widely imitated and serves as the standard for knightly conduct almost everywhere.

Three distinct orders form the Solamnic Knights: the Knights of the Crown, Knights of the Sword, and Knights of the Rose. Characters with this class are members of the Order of the Crown (the Order of the Sword and Order of the Rose are prestige classes).

Before the Cataclysm, the Knights of Solamnia were the greatest order of chivalry in Ansalon. For centuries, the Knights had kept the peace and safety of the realm. Between the Cataclysm and the War of the Lance, the knights became reviled and scorned by the common people for their inability (or unwillingness) to combat the horrors of the Age of Despair. In the hour of the most desperate need, the Knights seemed powerless. Rumours began to spread that the Knights had foreseen the coming of the Cataclysm and had done nothing to stop it. Some Knights, it was said, actually intended to profit by the disaster and increase their land holdings.

So it was that the Knights found themselves forced to roam the countryside in secret and under false names, lest they be discovered. Still, they kept their ideals and their honour, and did what they could to fight the growing evil in the world. After the War of the Lance, the Solamnic Knights regained their status. They sought to revise their code of honour and apply it to the changed face of Krynn.

Knights of the Crown | Knights of the Sword | Knights of the Rose


Knight of the Crown

Adventures: Solamnic Knights do not adventure for glory or riches; rather, they undertake dangerous quests to strike at the heart of evil, seek to protect the good folk of a village from marauding goblins, or ride secretly into enemy lands to discover secrets necessary for the defense of a realm. Solamnic Knights steadfastly refuse to pursue goals that they see as petty or ignoble, but when the cause is worthy, no task is beneath the true Knight's pride.

Characteristics: Solamnic Knights are respected on the battlefield due to their bravery and skill at arms. Bedal Brightblade is said to have fought the desert nomads to a standstill, holding a pass into Solamnia single-handedly until help arrived. Such tales of fearlessness and legendary valour inspire many Knights.

All Knights are trained warriors, skilled horsemen, and educated scholars. What they are not, however, are ambushers or assassins. Solamnic Knights refuse to strike down an enemy by treachery or deception; only honourable combat is acceptable.

Alignment: Knights of Solamnia must be lawful good in alignment, and swear to follow a strict code of conduct called the Measure. The Measure is a set of rules that defines how to put the Oath into effect in one's daily life. The Knight must obey his superiors within the Order and remain steadfastly true to those who have earned his loyalty through station or past deeds. Solamnic Knights will make valiant sacrifices on behalf of the weak, the oppressed, the poor, the falsely imprisoned, and fellow Knights. He commits his life to justice and compassion.

Religion: The Solamnic Knights are loyal to Habbakuk, Kiri-Jolith, and Paladine, and all the gods of good. The Measure recognises the three deities as patrons of the Knighthood who are entitled to the loyalty and worship of the Solamnic Knights. Knights of the Crown revere Habbakuk, Knights of the Sword dedicate their prayers to Kiri-Jolith, and Knights of the Rose follow the greatest god of good, Paladine.

Background: Traditionally, only well-born individuals of Solamnic heritage were admitted to the Order. An obscure technicality in the Measure prevented Knights from recruiting outside of their land of origin. However, in 382 AC the Grand Master, Lord Gunthar Uth Wistan inducted the first Crown Knights not native to Solamnia.

Races: Almost all Solamnic Knights are human. A very few half-elves have been admitted to the Order over the years, however, and there is a story of a kender squire in Xak Tsaroth, in the years before the Cataclysm. Nonhuman aspirants to the Order will only be admitted under the most extraordinary circumstances, however.

Other Classes: Solamnic Knights are born team players, and happily cooperate with clerics of the good gods, monks, and honourable warriors of all types. They are less comfortable with the ways of bards, druids, and rogues, whose conduct often fails to live up to the high standards of the Oath and the Measure. Many Knights are distrustful of arcane magic at best, and their dealings with sorcerers and wizards are characterised by the utmost caution and misgivings.

Game Rule Information

Knights of Solamnia have the following game statistics.

Abilities: Strength is important for a Solamnic Knight because they frequently get involved in personal combat, and may need to protect less able companions. Several Solamnic Knight skills are based on Charisma. Knights of Solamnia who become Knights of the Sword (a prestige class) require a Wisdom score of 11 or higher to cast Knight spells, and a Wisdom score of 14 or higher is required to gat access to the most powerful Knight spells.

Alignment: Lawful Good.

Hit Die: d10.

Class Skills

The Knight of Solamnia's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (history, nobility, and religion, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of the Knight of Solamnia class.

Weapon and Armour Proficiency: The knight is proficient in the use of all simple and martial weapons and all armour (heavy, medium, and light) and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.

Bravery: When engaged in honourable combat, a Solamnic Knight applies his Charisma modifier (if positive) as a bonus to his Fortitude saving throws. No true Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes, unless he considers the fight foolish or pointless.

Mounted Combat: Knights of Solamnia gain Mounted Combat as a bonus feat. Once per round when the knight's mount is hit in combat, he may make a Ride check to negate the hit. The hit is negated if the character's Ride check is higher than the attack roll (essentially, the Ride check becomes the mount's Armour Class if it is higher than the mount's regular AC).

Weapon Specialisation: On achieving 4th level or higher as a Solamnic Knight, the character may take Weapon Specialisation as a feat (as though he were a fighter). The knight must have Weapon Focus with that weapon to take Weapon Specialisation. The weapon chosen may be any lance, any mace, any sword, or the longspear.

Champion of the Crown: At 5th level, a knight has become a champion of the oppressed and a stalwart foe of evil and injustice. Such knights have experience dealing with the enemies of the Knighthood, and are loath to retreat from or refuse combat with these foes. On the other hand, knights who venture into the realms of their foes often must operate secretly, sometimes even forming a clandestine knightly circle under the very noses of their enemies.

Due to his experience with such opponents and steadfast dedication to opposing their evil ways, the Solamnic Knight gains a +2 bonus to Bluff, Gather Information, Listen, Sense Motive, and Spot checks when using these skills against these specific enemies. Likewise, he gets the same bonus to weapon damage rolls against opponents of this type. The bonus doesn't apply to damage against creatures that are immune to critical hits. The knight's damage bonus does not apply if he does not engage his enemy in honourable combat; for example, a knight cannot attack such an enemy from a distance if he can instead close to personal melee, and cannot honourably attack an unarmed opponent.

At 10th level and at every five levels thereafter (15th and 20th level), the bonus that the knight enjoys against these enemies goes up by +1. For example, a 20th-level Solamnic Knight gains a +5 bonus when dealing with enemies of the Knighthood such as draconians and Dragonarmy officers.

Specific enemies of the Knighthood include creatures such as all evil dragons, draconians, goblinoids, ogres, and undead, as well as political or military enemies in enemy nations to the Knighthood. The DM should define which nations count as enemies to the Knighthood during the time that the campaign is set.

For example, in a campaign set after the War of the Lance, enemy nations include Blöde, Kern, Lemish, the Blood Sea Isles, Throtl, and the Dragonarmy-held territories. In a Fifth Age campaign, enemy nations include Blöde, Kern, the Knights of Takhisis, Neraka, Teyr, and most Dragon Realms.

Code of Conduct: A Solamnic Knight must be of lawful good alignment. Additionally, a knight must follow the precepts of the Measure, which vary according to the specific Order that the Knight belongs to. Knights of the Crown should show unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils, dedication to the ideals of the Measure, loyalty to brother Knights of all Orders, and protect, serve, and give aid to any kingdom on the List of Loyalty. Knights of Solamnia must fight honourably at all times. Using arcane magic is not entirely prohibited, but it is frowned upon by the Measure and is generally considered dishonourable. Knights of the Crown tithe 10% of all wealth accrued to the Order.

Ex-Knights

A Solamnic Knight who ceases to be lawful good, who willfully commits an act of evil, or who grossly violates the Measure, loses the Bravery and Champion of the Crown abilities, and can no longer progress in levels as a Solamnic Knight. He can progress as a Solamnic Knight once more if he atones for his violations (see the atonement spell, page 176 of the Player's Handbook), as appropriate.

Knight of Solamnia
Level Base Att. Fort Ref Will Special
1st +1 +2 +0 +2 Bravery, mounted combat
2nd +2 +3 +0 +3
3rd +3 +3 +1 +3
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Crown Champion +2
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7 Crown Champion +3
11th +11/+6/+1 +7 +3 +7
12th +12/+7/+2 +8 +4 +8
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 Crown Champion +4
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Crown Champion +5

Knight of Solamnia Starting Package

Race: Human.
Armour: Scale mail +4 AC, small metal shield +1 AC, armour check penalty -5, speed 20 ft., 36 lb.
Weapons: Longsword (1d8, crit 19-20/x2, 10 lb., Medium-size, Slashing)

Longspear (1d8, crit x3, 9 lb., Large, Piercing)

Dagger (1d4, crit 19/20/x2, 1 lb., Tiny, Piercing)
Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armour
Diplomacy 4 Cha
Jump 4 Str -5
Knowledge (history) 4 Int
Ride 4 Dex
Sense Motive 4 Wis
Disguise (cc) 2 Cha
Gather Information (cc) 2 Cha
Listen (cc) 2 Wis
Search (cc) 2 Int
Swim (cc) 2 Str -12

Feat: Weapon Focus (longsword).
Bonus Feat: Expertise (if Int 13+) or Endurance.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Medallion of the Kingfisher, symbol of the Knighthood.
Gold: 4d4 stl.

Solamnic Knight Prestige Classes

The Order of the Sword and the Order of the Rose are represented by unique prestige classes. In almost every circumstance, a character will only be considered for acceptance into the Order of the Sword if she has already gained levels as a Knight of the Crown. Likewise, an aspirant for the Order of the Rose should first become a Knight of the Sword if she wishes to be considered by the Knightly Council.

However, exceptional circumstances might persuade the Council that a character is worthy of entry into the higher Orders of the knighthood due to great deeds or valour in defense of Solamnia. This is one of the highest honours that the Knighthood can bestow upon an individual. Examples of the services that might convince the Council to accept a non-Knight into one of the higher orders are the acts of heroism attributed to the Heroes of the Lance in the battles of the High Clerist's Tower, Kalaman, and Neraka.

Knight of the Sword

Knights of the Sword act as warriors for the gods of good, upholding the purest ideals of heroism and courage. Heroism is self-sacrificial fight for the cause of good. Heroic deeds include strengthening the weak, enriching the poor, freeing the enslaved, exonerating the falsely accused, championing the defenseless, and aiding fellow knights in need.

Courage is readiness to die honourably in the fight for good. Courageous acts include facing evil fearlessly, defending the honour of the knighthood, defending the honour of a fellow knight, and protecting the defenseless and weak.

Knights of the Sword honour the True Gods, particularly Kiri-Jolith, the god of just and honourable warfare. Through the clerical disciplines of the Order, Knights of the Sword receive from the gods magical healing abilities, limited foresight, and prophecy. A Knight of the Sword does not shirk from facing evil foes in combat, and does not retreat regardless of the enemy's strength. She forswears the use of her knightly powers for unrighteous reasons.
Hit Die: d10.

Requirements

To qualify to join the Order of the Sword, a character must fulfill all the following criteria:

Alignment: Lawful good.
Base Attack Bonus: +3
Healing: 4 ranks.
Knowledge (religion): 6 ranks.
Special: Each candidate must seek out an established Knight of the Sword to apply to the Order.

In addition, each candidate for the Order of the Sword must complete a quest that promotes the cause of the Order. The quest must be a witnessed (or otherwise verifiable) deed of heroism that exemplifies knightly honour and goodness. The quest must include a 30-day and 500-mile journey, the restoration of something that was lost, single combat with an evil and equally-matched foe, and three tests of wisdom, one of generosity, and one of compassion.

After the quest is completed, the character appears before a Knightly Council, telling of the quest and presenting evidence. If the presiding Sword Knight finds the tale and deed acceptable, the candidate takes the Oath.

Class Skills

The Sword Knight's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (history, nobility, religion, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of the Sword Knight prestige class.

Weapon and Armour Proficiency: The Knight is proficient in the use of all simple and martial weapons and all armour (heavy, medium, and light) and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.

Detect Evil: At will, the Sword Knight can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.

Blessed: A Sword Knight applies his Charisma modifier (if positive) as a bonus to all saving throws.

Aura of Courage: Beginning at 2nd level, the Sword Knight radiates an aura of courage and fearlessness that causes allies within 10 feet of her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatural ability.

Spells: Beginning at 2nd level, a Sword Knight gains the ability to spontaneously cast a small number of divine spells. To cast a spell, the Sword Knight must have a Wisdom score of at least 10 + the spell's level, so a Sword Knight with a Wisdom of 10 or lower cannot cast these spells. Sword Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Sword Knight's Wisdom modifier. When a Sword Knight gets 0 spells of a given level, such as 0 1st-level spells at 2nd level, he gets only bonus spells (a Sword Knight without a bonus spell for that level cannot yet cast a spell of that level). The Sword Knight's spell list appears below.

Knights of the Sword gain divine spells by spending a holy day in fasting and prayer. When a knight joins the order, she selects one day of the week to set aside for worship and meditation (usually Kirinor, the fourth day of the Solamnic week). During devotions on that day, the knight prays to Kiri-Jolith to receive the spells that she will cast during that week. The Knight need not choose which spells she will use until the time of casting. Once used, the knight can pray for new spells only on the appointed holy day.

During the holy day, the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travel unless in silence, and she must spend three hours in solitude and meditation. Once the sun has set, the day's fast is over and the Sword Knight can spontaneously cast any spell on the list.

The Sword Knight does not have to observe every appointed day with a full fast; this is necessary only when she requires divine aid in the coming week. On those occasions when the Sword Knight is not in need of any great powers, she is only required to offer up one hour of meditation some time between dawn and dusk. She can then act as though it were any other day.

Turn Undead: When a Sword Knight reaches 3rd level, she gains the supernatural ability to turn undead. She may use this ability a number of times equal to three plus her Charisma modifier. She turns undead as a cleric of two levels lower would (see Turn and Rebuke Undead, page 139 of the Player's Handbook).

Smite Evil: Once per day, a Sword Knight of 4th level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Sword Knight armed with a longsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Sword Knight accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.

Knight of the Sword
Level Base Att. Fort Ref Will Special Spells/Week
1st +1 +2 +0 +2 Detect evil, blessed - - - -
2nd +2 +3 +0 +3 Aura of courage 0 - - -
3rd +3 +3 +1 +3 Turn undead 1 - - -
4th +4 +4 +1 +4 Smite evil 2 0 - -
5th +5 +4 +1 +4 3 1 - -
6th +6 +5 +2 +5 4 2 0 -
7th +7 +5 +2 +5 Smite evil 2/day 5 3 1 -
8th +8 +6 +2 +6 6 4 2 0
9th +9 +6 +3 +6 7 5 3 1
10th +10 +7 +3 +7 Smite evil 3/day 8 6 4 2

Sword Knight Spell List

Knights of the Sword choose their spells from the following list:

1st level: bless, bless weapon, cure light wounds, detect undead, protection from evil, shield of faith.

2nd level: calm emotions, cure moderate wounds, delay poison, remove paralysis, shield other, spiritual weapon.

3rd level: cure serious wounds, discern lies, greater magic weapon, heal mount, prayer, remove blindness/deafness.

4th level: death ward, divination, divine power, dispel evil, holy sword, neutralise poison.

Knight of the Rose

The Knights of the Rose are the epitome of all that is good and honourable in the knighthood. The Order of the Rose embodies honour guided by justice and wisdom.

Initially, the Knights of this Order were taken only from the royal houses of the land. The ruling council of Knights who would convene and hear the history and lineage of a house to determine whether it constituted a royal house. Since this stricture of accepting only those of royal descent was said to have been added well after the time of Vinas Solamnus and was, in some minds, invalid as a part of the Measure, there has arisen in more recent times a more acceptable argument. It has been pointed out that over the course of the centuries there have been so many marriages between royal and common houses that practically everyone in somehow related to royalty. With the Cataclysm obscuring the genealogical records of the past, most acceptable candidates are not denied entry to the Order of the Rose without extraordinary evidence.

Honour is allegiance to one's Oath to defend the cause of good. Honourable deeds include sacrificing oneself for the sake of others, refusing to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the Oath in all matters.

Justice is the heart of the Measure and the soul of a Rose Knight: to render to everyone—creature, person, or god—his or her due. Just acts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except what is needed for personal or parochial upkeep), worshipping and obeying Paladine and the gods of good, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in vain.

Wisdom is the prudent use if one's abilities and resources to uphold honour and render justice.

Hit Die: d10.

Requirements

To qualify to join the Order of the Rose, a character must fulfill all the following criteria.

Alignment: Lawful good.
Base Attack Bonus: +4
Diplomacy: 6 ranks.
Knowledge (nobility): 6 ranks.
Feats: Any two of the following: Iron Will, Leadership, Weapon Specialisation.
Special: To join the Order of the Rose, a supplicant must appear in council before the presiding High Justice. There, the Knight must tell the tale of his family and lineage, as well as his deeds of honour. Afterward, the Council meets in private and determines whether to accept or reject the petition.

A candidate who passes these examinations is assigned a quest to prove loyalty to the order and its cause. The quest must include a 30-day and 500-mile journey, the restoration of something that was lost, defeat of an evil and superior enemy, and one test of wisdom, three of generosity, and three of compassion. The candidate must be victorious while demonstrating the ideals of honour and courage and without killing his foes. The completion of these tasks must be witnessed or evidenced. A candidate who returns and tells of the quest is judged before a council of the Order of the Rose. If the quest and candidate are found fitting, the person becomes a Knight of the Rose.

A Sword Knight who becomes a Knight of the Rose can no longer gain levels in his first prestige class. However, the Knight immediately gains a Rose Knight level for each level of Sword Knight he "trades in." For example, a character who has eight levels of Sword Knight can immediately become a 8th-level Rose Knight if he chooses to lose all eight levels of Sword Knight. The character level of the character does not change.

Class Skills

The Rose Knight's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history, nobility, each purchased as a separate skill) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of the Rose Knight prestige class.

Weapon and Armour Proficiency: The Knight is proficient in the use of all simple and martial weapons and all armour (heavy, medium, and light) and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.

Aura of Courage: Rose Knights are immune to fear spells. Furthermore, the Knight radiates an aura of courage and fearlessness that causes allies within 10 feet of her to gain a +4 morale bonus on saving throws against fear effects. Aura of courage is a supernatural ability.

Strength of Honour: Rose Knights are resistant to all mind-affecting spells. A Rose Knight has spell resistance to such spells equal to 5 + his level.

Overcome Damage Reduction: The Knights of the Rose become unusually skilled in weapons and combat. As a Rose Knight becomes more skilled, he is able to use high quality weapons to strike at supernatural or magically protected foes. When the Rose Knight uses a masterwork weapon, he can overcome the damage reduction ability of certain foes as though he was using a +1 magical weapon. This exceptional ability increases as the knight gains levels.

Special Mount: Upon or after reaching 2nd level, a Rose Knight can call an unusually intelligent, strong, and loyal steed to aid him in his service of Paladine and the knighthood. This mount is usually a heavy warhorse (see the Paladin Mount sidebar on page 43 of the Player's Handbook), although after the later years of the War of the Lance, bronze and silver dragons began to accompany particularly valourous knights. Such dragon allies must have a CR equal to or less than the Rose Knight's character level.

Should the Rose Knight's mount die, he may seek another one after a year and a day. The new mount has all the accumulated abilities due a mount of the Rose Knight's character level.

Smite Evil: Once per day, a Rose Knight of 3rd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 7th-level Rose Knight armed with a longsword would deal 1d8+7 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the Rose Knight accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.

Knight of the Rose
Level Base Att. Fort Ref Will Special
1st +1 +2 +0 +2 Aura of courage, strength of honour
2nd +2 +3 +0 +3 Special mount
3rd +3 +3 +1 +3 Smite evil
4th +4 +4 +1 +4 Overcome damage reduction +1
5th +5 +4 +1 +4
6th +6 +5 +2 +5 Smite evil 2/day
7th +7 +5 +2 +5 Overcome damage reduction +2
8th +8 +6 +2 +6
9th +9 +6 +3 +6 Smite evil 3/day
10th +10 +7 +3 +7 Overcome damage reduction +3

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