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PF2e Remastered Bard Guide
pathfinder 2e

PF2e Remastered Bard Guide

26 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Character Guides
  4. >PF2e Remastered Bard Guide

The short answer

The Pathfinder 2e Remastered Bard is a Charisma-based occult spontaneous caster from Player Core whose spell repertoire, composition cantrips, focus spells, and muse support allies while creating room for control, healing, and social play. It is strongest for players who enjoy improving the party's actions each round while making deliberate repertoire and composition choices.

Introduction

The Player Core Bard is Pathfinder 2e's cleanest party amplifier. You make allies more accurate, harder to break, better at key checks, and more dangerous in the exact round where that matters. You also cast occult spells, talk your way through problems, identify weird threats, and occasionally remind the Fighter that their big crit was partly your work. Say it gently. Or don't.

On this page

  • Introduction
  • Disclaimer
  • Class Snapshot
  • Rating Legend
  • Why Bard Is Strong
  • Class Feature Ratings
  • Muse Rankings
  • Maestro
  • Enigma
  • Polymath
  • Warrior
  • Composition Cantrips and Focus Spells
  • Occult Spell Category Rankings
  • Early Levels
  • Mid Levels
  • High Levels
  • Signature Spell Priorities
  • Support Math
  • Best Ability Scores
  • Best Ancestries and Heritages
  • Best Skills
  • Backgrounds
  • Best Bard Feat Paths
  • Best Equipment
  • Best Archetypes
  • Example Builds
  • Maestro Party Engine
  • Enigma Monster Reader
  • Polymath Face
  • Warrior Commander
  • GM Core and Monster Core Notes
  • Hot Takes
  • Related Guides

Bard is not "the music class." Bard is the action-economy support class with Charisma, occult magic, Performance hooks, and enough social gravity to turn a campaign's NPC network into a class feature.

This guide uses Player Core for Bard rules, Player Core 2 for related archetype and option context, GM Core for encounter/social/treasure expectations, and Monster Core for matchup logic. It summarizes and ranks options in review style rather than reproducing rules text.

A Tengu Bard plays a lyre and directs allies across a rooftop bridge as a stone guardian pursues

Disclaimer

This guide ranks Bard options for practical play. It is not a replacement for Player Core, and it intentionally summarizes rather than reproducing spell text, feat text, class tables, or full rules entries.

Ratings assume a mixed campaign with combat, exploration, social encounters, treasure progression, and GM Core encounter variety. A Bard in a court-intrigue game, mega-dungeon, pirate campaign, or horror campaign can move options up or down. If your GM makes every NPC immune to charm and every monster mindless, first ask who hurt them.

Class Snapshot

FeatureBard
SourcePlayer Core
Key attributeCharisma
Hit Points8 plus Constitution modifier
ComplexityModerate
Spell traditionOccult
SkillsOccultism, Performance, plus 4 plus Intelligence modifier
SavesFortitude trained, Reflex trained, Will expert
DefensesLight armor and unarmored defense
AttacksSimple weapons, martial weapons, and unarmed attacks
Core engineOccult spontaneous casting, spell repertoire, signature spells, compositions, focus magic, muse

Rating Legend

  • ● Excellent: a defining strength or top recommendation.
  • ● Strong: usually good and easy to justify.
  • ● Situational: good with the right party, campaign, or build.
  • ● Weak: too narrow for a broad recommendation.

Why Bard Is Strong

Bard is strong because small bonuses in PF2e are not small. A +1 status bonus to attack rolls can turn misses into hits and hits into critical hits. A party-wide support action that costs one Bard action can affect several allied actions before your next turn.

That is the class's entire thesis: spend one good action so everyone else's actions get better.

StrengthWhy it matters
Courageous anthem ●The default composition boosts party attacks, damage, and fear defense. It is simple, repeatable, and mathematically nasty.
Occult spellcasting ●Occult gives mental pressure, fear, illusions, healing through soothe, information tools, and strong support magic.
Charisma role ●The same attribute supports spellcasting, social encounters, Demoralize, deception, leadership, and face play.
Skill count ●Occultism, Performance, and 4 plus Intelligence trained skills let Bard cover more than one party job.
Light armor and 8 HP ●Bard is not a tank, but it is sturdier than the classic paper caster.
Repertoire limits ●Spontaneous casting is easy during play, but bad spell choices stick until leveling or retraining.

Class Feature Ratings

FeaturePractical read
Bard spellcasting ●Occult spontaneous casting gives flexibility in the moment, especially with signature spells.
Spell repertoire ●Fewer spells known than a prepared caster, but you can cast known spells freely with slots of the right rank. Choose carefully.
Signature spells ●Signature spells make heightened staples much easier to use. Pick spells that scale well or solve recurring problems.
Composition spells ●Compositions are the Bard's defining mechanic. They are focus spells or special cantrips tied to Performance.
Composition cantrips ●Repeatable support without slots is why Bard feels good across long adventuring days.
Counter performance ●Protects against auditory and visual effects. It is table-dependent, but great when relevant.
Muse ●Your muse grants a starting feat, a spell, and later feat access. This is the Bard's subclass-equivalent choice.
Expert Perception ●Bards notice things better than many casters, which matters in social and exploration-heavy campaigns.
Light armor ●Light armor helps you survive while staying mobile and skill-friendly.
Bard weapon progression ●Nice for Warrior and backup plans. Most Bards still win through support and spells.

Muse Rankings

MuseBest for
Maestro ●Default support Bard, composition uptime, party buffs, Performance-heavy builds
Enigma ●Knowledge Bard, Recall Knowledge, occult investigation, monster-reading tables
Polymath ●Flexible face, repertoire tricks, social skill compression, spellbook-style occult play
Warrior ●Martial support, front-line commander fantasy, parties that exploit reaction Strikes and movement

Maestro

Maestro is the best default muse because Lingering Composition is useful immediately and stays relevant. A Bard who can extend a one-round composition frees actions for spells, movement, Demoralize, Recall Knowledge, Battle Medicine, or items.

Maestro also opens a strong composition-improvement lane. Uplifting Overture, Harmonize, Fortissimo Composition, Allegro, Soothing Ballad, and Eternal Composition all support the idea that your performance is a party engine, not a decorative flute solo.

Hot Take: Maestro is the boring answer because it is the correct answer. "My buff lasts longer" wins more fights than "my character concept has five paragraphs."

Enigma

Enigma is the knowledge Bard. Bardic Lore gives broad Recall Knowledge coverage, and later Enigma feats can make knowledge checks more reliable, faster, and more informative.

This muse gets better when the GM uses Monster Core traits, weaknesses, saves, immunities, haunt rules, strange factions, and occult mysteries as useful information. If the table treats Recall Knowledge as "you know it has claws," Enigma suffers. If Recall Knowledge reveals saves, resistances, immunities, and context, Enigma becomes excellent.

Polymath

Polymath is the flexible Bard. Versatile Performance compresses social skills through Performance, while Esoteric Polymath and later feats create a spellbook-like layer for occult spells and eventually cross-tradition tricks.

This muse is best for players who want to solve different kinds of scenes without preparing spells like a Wizard. It is also a very good party face because Performance can stand in for common social jobs.

Warrior

Warrior is the martial commander Bard. Martial Performance, Song of Strength, Courageous Advance, Defensive Coordination, Reflexive Courage, Courageous Assault, Shared Assault, and Courageous Onslaught point toward combat choreography.

The warning: Warrior Bard is still a Bard. You are not a Fighter with a lute. You are a support caster who can stand closer to violence and turn allies' reactions into tempo.

Composition Cantrips and Focus Spells

Bards can cast only one composition spell each turn and normally maintain only one active composition at a time. That limit matters. The class is powerful because its best compositions are cheap, not because you can stack every song in the drawer until the room becomes math soup.

Composition optionWhy it matters
Courageous anthem ●The default party accuracy and damage engine. If you do nothing clever, this is still good.
Lingering Composition ●Maestro's early engine. Extending a one-round composition saves actions across the fight.
Fortissimo Composition ●Maestro turns Performance into bigger support spikes. Great when the party has important attack turns.
Rallying anthem ●Defensive composition for parties under attack pressure, especially when AC and saves need help.
Dirge of Doom ●Fear pressure without asking enemies to spend several rounds politely failing saves. Excellent with martial allies.
Song of Strength ●Warrior support for Athletics, maneuvers, and physical contest scenes.
Triple Time ●Speed support is easy to underrate until the map is larger than a napkin.
Uplifting Overture ●Helps skill checks and Aid-style play. Better in exploration, social scenes, and skill-heavy parties.
House of Imaginary Walls ●Very table-dependent, but excellent when illusions and positioning are respected.
Soothing Ballad ●High-level healing support. Good, but it competes with other strong actions.
Fatal Aria ●Flashy capstone-level offense. Powerful, but late and narrow enough that it should not define the whole class plan.

Occult Spell Category Rankings

Bard is spontaneous, so every spell known has to earn its slot in your repertoire. Prefer spells you can cast in many situations, spells that heighten well as signature spells, and spells that complement your composition role.

Early Levels

CategoryExamples and use
Soothe and recovery ●Soothe is a top signature candidate because healing that heightens cleanly keeps a Bard relevant in rough fights.
Fear and Will pressure ●Fear effects combine brutally with party attacks, off-guard, and save pressure. Watch mindless and mental immunity.
Illusions and deception ●Figment, illusory disguise, illusory creature-style effects, and social magic reward creative play.
Buffs and accuracy support ●Your compositions do much of this work, but spell support can stack encounter plans around key turns.
Damage cantrips ●You need something useful when slots are not worth spending. Do not pretend cantrip damage is the main job.
Summons and minions ●Useful for blocking, flanking, scouting, or action pressure, but easy to overvalue if you just summon random bodies.

Mid Levels

CategoryExamples and use
Mental control ●Stupefy, confusion-style pressure, paralysis effects, and emotion magic can shred enemy plans when they are valid targets.
Information and detection ●See the unseen, augury-style guidance, languages, divinations, and perception tools support party decision-making.
Fear stacking ●Dirge of Doom, Demoralize, fear spells, and martial pressure make many enemies mathematically miserable.
Condition removal and protection ●Occult support helps keep allies functioning when the encounter attacks actions, senses, or minds.
Area mental damage ●Good when it hits several targets, weaker into immunity-heavy enemy groups.

High Levels

CategoryExamples and use
Fight-denial control ●High-rank occult spells can remove actions, break formations, punish Will saves, or neutralize key threats.
Party-saving reactions and recovery ●Breath-of-life-style access may vary by tradition and source, but occult protection and recovery choices matter more as damage spikes.
Long-range information ●Scrying, remote communication, and campaign-scale knowledge make Bard powerful before initiative.
Illusion and perception warping ●Great against enemies that rely on ordinary senses. Less reliable against special senses or immunity.
Pure damage ●Sometimes needed, but Bard usually gets more value from control, fear, buffs, and healing.

Signature Spell Priorities

Signature typeWhy it works
Soothe or core recovery spell ●Healing that scales is never dead.
Fear or mental control staple ●Heightened control keeps save DC relevance and slot flexibility.
Illusion staple ●Strong if the party and GM support creative illusion play.
Utility staple ●Pick one if the campaign repeatedly needs it.
Damage spell ●Fine if it scales well and covers a gap, but Bard is not at its best as a budget artillery cart.

Support Math

PF2e's degrees of success make Bard bonuses better than they look. A +1 status bonus does not only increase hit chance. It can also increase critical hit chance when the roll crosses the DC by 10.

That means Courageous Anthem can improve:

Party actionWhy the Bard bonus matters
Fighter StrikeMore hits and more crits, especially because Fighter accuracy is already high.
Rogue StrikeMore reliable Sneak Attack turns when off-guard is already set up.
Ranger flurry or precision turnMore chances to convert repeated attacks or big precision hits.
Champion or Barbarian attackBetter payoff on high-damage Strikes.
Summoned or companion attacksExtra value when several allied attacks happen in a round.
Fear defenseCourageous Anthem also helps resist fear, which protects party offense and action quality.

The Bard's job is not to have the biggest number on their own sheet. The Bard's job is to make the party's best numbers happen more often.

Best Ability Scores

AttributeBard advice
Charisma ●Key attribute, spell DC, spell attack, face skill engine, and the reason NPCs keep giving you one more chance. Start high and keep it high.
Dexterity ●Helps AC, Reflex, initiative, Stealth, Acrobatics, and ranged backups. Light armor makes this matter.
Constitution ●Bard is not fragile, but 8 HP per level is not a permission slip to stand in front of the ogre.
Wisdom ●Perception and Will matter even with Bard's strong Will progression. Also helps Medicine if you support recovery.
Intelligence ●More trained skills are useful because Bard often covers face, knowledge, and utility jobs at once.
Strength ●Mostly a Warrior Bard or niche build stat. Standard Bards can leave it low and spend the points elsewhere.

Default order: Charisma first, Dexterity and Constitution next, then Wisdom or Intelligence depending on whether you want better perception/recovery or broader skill coverage. Warrior Bard can justify more Strength, but do not let the weapon plan steal the spellcasting plan's lunch money.

Best Ancestries and Heritages

Bard wants Charisma flexibility, durability, senses, social tools, innate magic, and skill support. Ancestry is also where you decide whether the character is a polished court performer, street prophet, battle chanter, occult investigator, or social menace with sheet music.

AncestryWhy it works
Human ●Flexible boosts and feat access are excellent on a class that always wants one more trained skill, spell trick, or social edge.
Gnome ●Strong thematic fit for magic, performance, curiosity, and weird occult energy. Good for lively support and illusion-heavy Bards.
Elf ●Speed, magic, and finesse support the mobile caster plan. Watch durability.
Halfling ●Excellent for brave, social, lucky, support-focused Bards who want to survive trouble with charm and timing.
Catfolk ●Stylish, mobile, and social. Very Bard-coded if you can resist making every scene about grooming.
Tengu ●Great for performance, travel, language, and sky-flavored story hooks. Strong on theatrical or lore-heavy Bards.
Kobold ●Works well for dragon-themed, clever, social, or weird Bards. Better with a clear concept.
Orc ●Strong for Warrior Bard or intimidation builds. Less natural for delicate back-line support, but very playable.

For broader planning, use the ancestry guide hub, heritage guide, and versatile heritages.

Best Skills

SkillWhy it fits
Performance ●Core class skill, composition support, social presence, Versatile Performance, and several Bard feats.
Occultism ●Tradition skill, Recall Knowledge, occult threats, rituals, and Enigma/Polymath support.
Diplomacy ●Bard is a natural face, and Diplomacy solves problems without spending spell slots.
Deception ●Strong for Polymath, intrigue campaigns, disguises, lies, and spellcasting misdirection.
Intimidation ●Demoralize stacks well with Bard support and fear-heavy spell plans.
Society ●Urban campaigns, factions, culture, laws, and social context all reward Society.
Medicine ●Bards can support recovery without making every spell slot a heal button.
Acrobatics ●Positioning matters when compositions, emanations, and spell ranges all care where you stand.
Lore ●Campaign-specific Lore makes Enigma and social Bards feel tuned to the actual adventure.

Use Performance, Occultism, Diplomacy, Deception, Intimidation, Society, and Medicine to tune the build.

Backgrounds

The best Bard backgrounds give a useful Charisma or Dexterity boost, a skill the party will roll often, and a story permission slip for why people listen when you start talking.

Background directionWhy it fits
Entertainer, musician, storyteller, or actor ●The cleanest Performance identity. Works for Maestro, Polymath, and any Bard who wants the obvious thing to also be correct.
Emissary, diplomat, merchant, or noble attendant ●Strong for face play, social encounters, languages, Society, Diplomacy, and faction-heavy games.
Scholar, scribe, occult student, or librarian ●Excellent for Enigma, Occultism, Recall Knowledge, rituals, and campaign mysteries.
Charlatan, spy, criminal, or street performer ●Great for Deception, disguise, intrigue, urban adventures, and Bards who prefer applause after the con clears.
Field medic, herbalist, or temple performer ●Adds practical recovery and party support without forcing all healing into spell slots.
Warrior, guard, gladiator, or duelist ●Best for Warrior Bard and front-adjacent builds. Do not take this unless your action plan can support standing near trouble.
Sailor, traveler, courier, or guide ●Useful in exploration-heavy campaigns where languages, travel, Survival, and social first contact matter.
Pure wilderness or heavy labor background ●Playable, but usually better on classes that use Strength, Survival, or Athletics as a main engine.

Rare backgrounds from Player Core 2 can fit specific Bard stories, especially haunted, blessed, cursed, returned, royalty, or amnesiac premises. Ask the GM first. Rare means campaign-facing, not "I found a coupon for drama."

Best Bard Feat Paths

Use the Bard feat guide for the full feat layer. The short version: Bard feats are best when they improve compositions, action economy, knowledge, social compression, or party timing.

PathKey feats and play pattern
Maestro composition engine ●Lingering Composition, Uplifting Overture, Harmonize, Fortissimo Composition, Inspirational Focus, Allegro, Eternal Composition.
Enigma knowledge engine ●Bardic Lore, Loremaster's Etude, Combat Reading, Assured Knowledge, Know-It-All, True Hypercognition, Deep Lore.
Polymath flexibility ●Versatile Performance, Esoteric Polymath, Versatile Signature, Eclectic Skill, Eclectic Polymath, Impossible Polymath.
Warrior commander ●Martial Performance, Song of Strength, Courageous Advance, Defensive Coordination, Courageous Assault, Shared Assault, Courageous Onslaught.
Defensive support ●Well-Versed, Rallying Anthem, Educate Allies, Symphony of the Unfettered Heart, Ode to Ouroboros, Soothing Ballad.
General spell support ●Reach Spell, Melodious Spell, Steady Spellcasting, Quickened Casting, Effortless Concentration.
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Best Equipment

Bard equipment should protect your action loop and expand your spell coverage. You are not gear-starved, but you do care about AC, saves, skill item bonuses, and reusable magic.

GearNotes
Light armor with runes ●Keep AC current. You are often close enough for compositions and social scenes to become danger scenes.
Resilient armor rune ●Saves matter more as Monster Core threats lean into conditions, auras, and spell-like effects.
Instrument or performance focus ●Even when not mechanically required, a clear performance mode helps table clarity and item theming.
Occult staff ●Mentalist-style, protection, control, vision, or utility staves expand your daily spell economy.
Wands ●Put repeatable utility, defense, recovery, and information spells here so your repertoire can stay focused.
Scrolls ●Scrolls cover niche occult answers you cannot afford to know permanently.
Pendant or skill item for Occultism ●Recall Knowledge and occult identification improve when your item bonuses keep pace.
Charisma/social skill items ●Diplomacy, Deception, Intimidation, and Performance items make the face role more reliable.
Ranged weapon ●Carry a bow, thrown weapon, or other fallback for turns when conserving slots and actions matters.
Melee weapon ●Better for Warrior Bard. Everyone else should treat it as a backup, not a personality.
Consumables ●Potions, talismans, scrolls, and situational magic prevent the Bard from spending repertoire slots on every emergency.

Player Core 2 and GM Core both matter here because the campaign economy decides how easy it is to find archetype support, scrolls, wands, staves, skill items, and social tools. If the Bard is expected to be the party's face, give the Bard actual social scenes and item access. A silver tongue still appreciates a receipt.

Best Archetypes

Player Core 2 adds many archetypes that can reshape a Bard without replacing the class. Pick an archetype because it strengthens your job, not because the dedication section looked lonely.

Archetype directionWhy it works
Marshal ●Excellent for a Bard who wants battlefield leadership, aura play, and party coordination. Watch action competition with compositions.
Celebrity or Dandy ●Great in social campaigns where reputation, influence, and face play matter.
Medic ●Lets the Bard preserve spell slots and still cover recovery. Strong in parties without a dedicated healer.
Linguist ●Social, travel, negotiation, and lore-heavy campaigns reward language access.
Loremaster or knowledge archetypes ●Stacks well with Enigma and Recall Knowledge play.
Blessed One ●Adds focus-based healing support without turning every Bard slot into soothe.
Duelist or martial archetypes ●Better for Warrior Bard than for standard back-line support.
Caster multiclass ●Can add tradition access, but Bard already has a lot to manage. Take it for a specific spell or theme.

Start with archetypes, free archetype, spellcasting archetypes, lore archetypes, and dedication feats ranked.

Example Builds

Maestro Party Engine

ChoiceRecommendation
MuseMaestro
SkillsPerformance, Occultism, Diplomacy, Medicine, Society
Feat directionLingering Composition, Uplifting Overture, Fortissimo Composition, Inspirational Focus, Allegro
Spell directionSoothe, fear/control, buffs, information, condition support
GearLight armor runes, occult staff, wand suite, scrolls, Performance item
Play patternOpen with courageous anthem or Lingering Composition, then spend freed actions on spells, movement, skill actions, or support.

Enigma Monster Reader

ChoiceRecommendation
MuseEnigma
SkillsOccultism, Performance, Society, Religion, Nature, Lore
Feat directionBardic Lore, Loremaster's Etude, Combat Reading, Assured Knowledge, Know-It-All
Spell directionInformation, debuffs, illusion backup, soothe
GearOccultism item, scrolls for niche answers, defensive wand
Play patternIdentify enemy saves, weaknesses, immunities, and traits, then point the party at the soft spot.

Polymath Face

ChoiceRecommendation
MusePolymath
SkillsPerformance, Occultism, Diplomacy, Deception, Intimidation, Society
Feat directionVersatile Performance, Esoteric Polymath, Versatile Signature, Eclectic Skill, Eclectic Polymath
Spell directionSocial magic, illusions, soothe, flexible occult utility
GearSocial skill items, scrolls, wand utility, disguise or performance tools
Play patternUse Performance as social glue, keep repertoire flexible, and solve problems before swords clear their throats.

Warrior Commander

ChoiceRecommendation
MuseWarrior
SkillsPerformance, Occultism, Athletics or Acrobatics, Intimidation, Medicine
Feat directionMartial Performance, Song of Strength, Courageous Advance, Defensive Coordination, Courageous Assault
Spell directionFear, buffs, short-range control, soothe
GearLight armor runes, sturdy weapon, shield if action plan allows, healing consumables
Play patternStay close enough to direct the line, use compositions to trigger movement or attacks, and remember you are still not the party tank.

GM Core and Monster Core Notes

Bard value rises when the table uses social encounters, influence, clues, knowledge, morale, terrain, and meaningful enemy traits. That is not special pleading. Those are exactly the kinds of scenes the class is written to affect.

Table issueBard-facing fix
Social scenes are single rollsUse influence, multiple NPC attitudes, stakes, secrets, and competing goals so the Bard's skills matter.
Every fight starts in melee rangeGive maps distance, cover, platforms, chokepoints, and objectives so movement compositions and support positioning matter.
Monsters are mindless or mental-immune oftenSignal this through Recall Knowledge and creature traits so the Bard can use buffs, healing, sonic, utility, or non-mental spells.
Enemy casters use auditory, visual, or sonic effectsCounter performance, Well-Versed, Educate Allies, and similar feats become much more valuable.
The party lacks cluesEnigma and occult information spells need actionable information, not trivia crumbs.
Treasure ignores castersInclude scrolls, wands, staves, skill items, and defensive gear alongside weapons and armor.

Monster Core reminder: many great Bard tools have emotion, fear, mental, auditory, visual, linguistic, or sonic hooks. Those traits are strengths when targets care about them and liabilities when they do not. Use creature traits, conditions, and detection and senses to avoid wasting turns.

Hot Takes

  • Maestro is the best default muse because action economy is the real final boss.
  • Bard is not a half-caster, not a mascot, and not "the person who sings." Bard is party math with cheekbones.
  • Polymath is better than people think if the campaign has real social and utility pressure.
  • Warrior Bard is good when it commands the fight. It is mediocre when it tries to cosplay as a Fighter.
  • Dirge of Doom is one of those options that makes the GM start checking whether the enemies have feelings.
  • The Bard should not apologize for taking credit for allied crits. Keep a spreadsheet if necessary. A tasteful one.

Related Guides

Guide
PF2e guide hub
All RPG guides
PF2e class guides
Bard feat guide
Occult spells
Best Bard spells
Focus spells
Performance skill guide
Occultism skill guide
Diplomacy skill guide
Deception skill guide
Intimidation skill guide
Medicine skill guide
PF2e equipment guide
Staves and wands guide
PF2e armor guide
PF2e runes guide
PF2e consumables guide
PF2e archetypes guide
PF2e social encounters guide
PF2e session zero guide
Creature traits guide

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