60 feats, from Bonekeeper's Bane to Built-in Tools.
Bonekeeper's Bane · Boost Modulation · Boost Summons · Borrow Memories · Borrow Time · Boulder Roll · Boulder Roll · Bounce Back · Bouncy Goblin · Bound in Ice · Boundless Reprisals · Boundless Reprisals · Bounty Hunter Dedication · Bounty Hunter Dedication · Braefaedath's Intuition · Braefifalaim Reinforcement · Braefifalaim Reinforcement · Braefifalaim Rejuvenation · Braefifalaim Rejuvenation · Braefifalaim Restoration · Braefifalaim Restoration · Brain Drain · Brains! · Brandishing Draw · Bravo's Determination · Brawling Focus · Breached Defenses · Break Curse · Breath Control · Breath Control · Breath Like Honey · Breath Like Honey · Breath of Calamity · Breath Of The Dragon · Briamorumorein Chime-Ringer Dedication · Briar Battler · Briar Battler · Bright Lion Dedication · Bright Lion Dedication · Brightness Seeker · Brightsoul · Brilliant Crafter · Brilliant Flash · Brine May · Brinesoul · Bristle · Brutal Beating · Brutal Beating · Brutal Bully · Brutal Bully · Brutal Critical · Brutal Critical · Brutal Finish · Brutal Finish · Brutish Shove · Brutish Shove · Buckler Dance · Buckler Dance · Buckler Expertise · Built-in Tools
Bonekeeper's Bane
FEAT 13
Whenever an enemy starts its turn adjacent to you, it must attempt a Will saving throw against your class DC or spell DC, whichever is highest. On a Failure, the enemy takes a –single gate status penalty to attack rolls and skill checks for as long as it remains adjacent to you. Regardless of the result of its save, the creature is then temporarily immune to bonekeeper's bane for 24 hours.
Boost Modulation
FEAT 12
Prerequisites offensive boost
You aren't satisfied with keeping to just one kind of boost from your constant tinkering, so you've learned to modulate between several possibilities at once. Choose two additional offensive boosts (page 22). You can use an Interact action to change the offensive boost currently affecting your weapon, choosing between the one you chose for the class feature and the two you chose for this modification. If your weapon has the modular trait, you can swap the offensive boost as part of the Interact action you take to use that trait.
Guns & Gears, page 29.
Boost Summons
FEAT 8
Augmenting your eidolon extends to creatures you summon.
When you cast boost eidolon, in addition to your eidolon, it also targets your summoned creatures within 60 feet.
Secrets of Magic, page 70.
Borrow Memories
FEAT 14
Prerequisites Alter Ego Dedication
Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast mind probe as an innate occult spell once per day, using your class DC or spell DC, whichever is higher.
If you cast mind probe on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to Sustain the Spell to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it.
Dark Archive, page 127.
FEAT 10
Prerequisites Chronoskimmer Dedication
Frequency once per minute
Trigger Your turn begins.
You reach ahead and make use of time that's yet to be. You become quickened and can use the extra action to Step, Stride, or Strike. You gain this extra action immediately and can use it this turn. At the end of your turn, you become stunned 1.
Dark Archive, page 186.
FEAT 5
Prerequisites Rock Runner
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier.
If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
Core Rulebook, page 36.
Boulder Roll
FEAT 5
Prerequisites Rock Runner
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, it takes bludgeoning damage equal to your level plus your Strength modifier unless it critically succeeds.
If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
FEAT 13
Frequency once per day
Trigger You lose the dying condition.
You recover from near-death experiences with astounding resilience. Don't increase the value of your wounded condition due to losing the dying condition.
Advanced Player’s Guide, page 47.
Bouncy Goblin
FEAT 1
Prerequisites unbreakable goblin heritage
You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe's space.
This feat leads to: Roll With It.
LOCG, page 37.
Bound in Ice
FEAT 16
Prerequisites Frostbite Runes
You become a hybrid of your ancestry and a graefiadeik kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level.
You also gain the Blizzard Evasion reaction.
If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly
LOMM, page 10.
Boundless Reprisals
FEAT 20
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.
Core Rulebook, page 153.
Boundless Reprisals
FEAT 20
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.
Player Core 1, page 151.
Bounty Hunter Dedication
FEAT 2
Prerequisites trained in Survival
When focused on finding your quarry, you're relentless. You gain the Hunt Prey action. You can use Hunt Prey to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to checks to Gather Information regarding your prey.
If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above.
Special You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype.
This feat leads to: Keep Pace, Opportunistic Grapple, Posse, and Tools Of The Trade.
Advanced Player’s Guide, page 163.
Bounty Hunter Dedication
FEAT 2
Prerequisites trained in Survival
When focused on finding your quarry, you’re relentless. You gain the Hunt Prey action (Player Core 154). You can use Hunt Prey to designate a creature that you’ve observed, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you can designate a target as your prey while Gathering Information about them, in addition to designating them as your prey when Tracking them as normal.
If you have already identified your target and selected them as your prey, you gain a +2 circumstance bonus to checks to Gather Information about them.
If you already have Hunt Prey, you gain the Monster Hunter feat in addition to the other benefits of this feat.
Player Core 2, page 191.
Braefaedath's Intuition
FEAT 1
A lifetime of experience helps you see through disguises. When you come within 10 feet of a creature that is transformed into another form or is Impersonating a specific creature, the GM rolls a secret Perception check for you to realize that the creature is transformed, even if you didn't spend an action to Seek against that creature.
LOAG, page 125.
Braefifalaim Reinforcement
FEAT 1
The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison).
LOAG, page 35.
Braefifalaim Reinforcement
FEAT 1
The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical Failure on the save you get a Failure instead.
FEAT 9
Frequency once per day
The life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute.
When you reach 15th level, you instead recover 6d6 HP and gain 15 temporary HP.
LOAG, page 35.
Braefifalaim Rejuvenation
FEAT 9
Once per day, the life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for single gate minute. At 15th level, you instead recover 6d6 HP and gain 15 temporary HP.
FEAT 17
Frequency once per day
Trigger A living creature within 60 feet would die.
The energy that flows in your blood can save a life in the direst of times.
The triggering creature receives the effects of breath of life, except they recover a number of Hit Points equal to 6d8 plus your Constitution modifier.
LOAG, page 36.
FEAT 17
Trigger A living creature within 60 feet would die.
Once per day, the energy that flows in your blood can save a life in the direst of times. You prevent the creature from dying and restore 6d8 + your Constitution modifier Hit Points to it. You can't use Braefifalaim restoration if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.
FEAT 8
With a wresting of will, you siphon off a creature's mental energy to replenish your own. One non-mindless creature within 30 feet must attempt a Will save against your spell DC.
Success The creature is unaffected.Failure The creature is stupefied 1 for 1 minute, and you regain 1 Focus Point, up to your normal maximum. You can't use Brain Drain again until after the next time you make your daily preparations.Critical Failure As failure, but the creature is stupefied 2.Dark Archive, page 26.
FEAT 6
Prerequisites Feast
Trigger You Feast upon a humanoid's brain. The humanoid can't be mindless (or, if you're Feasting on a corpse, can't have been mindless while alive).
You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to Recall Knowledge for 1 hour. If the humanoid had a higher modifier to the skill check you're using to Recall Knowledge than you do, the status bonus increases to +2.
Book of the Dead, page 61.
FEAT 2
You draw and attack with the same motion. You Interact to draw a Weapon, then either Strike or use a one-action finisher. You must still meet any other requirements to use a finisher, and any Strike you make must be made with the Weapon you drew.
Player Core 2, page 165.
FEAT 8
Prerequisites expert in Deception, Shikhaegaix Braggart Dedication
Trigger A foe's Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed.
Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a Deception check against the attack DC of the triggering Strike. You take a penalty to this check equal to twice your wounded value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled.
Critical Success You avoid being knocked out and remain at 1 Hit Point.Success You avoid being knocked out and remain at 1 Hit Point, but you increase your wounded value by 1.LOCG, page 75.
Brawling Focus
FEAT 2
You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.
Core Rulebook, page 160.
Breached Defenses
FEAT 4
Prerequisites Exploit Vulnerability
You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at Exploit Vulnerability, you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from Exploit Vulnerability Breached Defenses You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance.
Dark Archive, page 43.
Break Curse
FEAT 7
Prerequisites master in Occultism or Religion
You spend 8 hours praying or performing occult rites over the target, weakening a curse's power over them. Attempt to counteract (page 431) the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.
Breath Control
FEAT 1
You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
Core Rulebook, page 259.
Breath Control
FEAT 1
You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +single gate circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
Breath Like Honey
FEAT 9
Prerequisites sweetbreath gnoll heritage
You smell of honey and savory things. You can cast enthrall as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the inhaled trait instead of the auditory trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2.
LOME, page 114.
Breath Like Honey
FEAT 9
Prerequisites sweetbreath kholo heritage
You smell of honey and savory things. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2. In addition, you can Cast enthrall as a 3rd-rank occult innate spell once per day, except the spell has a range of 30 feet and the olfactory trait instead of the auditory trait. Targets don't gain any circumstance bonus for disagreeing with you.
Breath of Calamity
FEAT 17
Your roar tainobraies the earth and splits the heavens. Once per day, you can cast chain lightning as a 7th-level innate occult spell. Any creature that critically fails its save against the spell is blinded and deafened for 1 round.
LOIL, page 51.
Breath Of The Dragon
FEAT 8
Prerequisites Dragon Disciple Dedication
You can use a powerful breath weapon, much like the dragon you emulate. You gain the dragon breath sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.
Advanced Player’s Guide, page 169.
Briamorumorein Chime-Ringer Dedication
FEAT 2
Prerequisites trained in Performance and Society
You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in Arcana or Occultism, or an expert in one of these skills if you are already trained in both.
Special You can't select another dedication feat until you have gained two other feats from the Briamorumorein Chime-Ringer archetype.
This feat leads to: Deny The Songs Of War, Fleet Tempo, Sing To The Steel, and Song Of Grace And Speed.
Briar Battler
FEAT 9
You've learned to use roots, crevices, uneven ground, and dense underbrush to your advantage. When you're in difficult terrain from an environmental feature, you can Take Cover, even if the feature wouldn't ordinarily be large enough for you to Take Cover.
LOAG, page 39.
Briar Battler
FEAT 9
When you're in difficult terrain from an environmental feature, you can Take Cover, even if the feature wouldn't ordinarily be large enough for you to Take Cover.
Bright Lion Dedication
FEAT 2
Access Bright Lion background
Prerequisites member of the Bright Lions, not a worshipper of Triafitan, trained in Stealth
You become trained in your choice of Deception or Diplomacy and in Groubogix Lore; if you were already trained, you become an expert instead. You incorporate enough worship of Triafitan in your daily life to avoid suspicion. You typically don't need to Lie or Impersonate to pass yourself off as a worshipper of Triafitan. Against careful inspection, you gain a +4 circumstance bonus to Deception checks specifically to pass yourself off as a version of yourself faithful to Triafitan.
Special You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype.
This feat leads to: Elude The Divine, Sun's Fury, and Warding Light.
LOL, page 101.
Bright Lion Dedication
FEAT 2
Access Bright Lion background (Graemorutaeth World Guide 95) You become trained in Groubogix Lore and your choice of
Prerequisites member of the Bright Lions, not a worshipper of Triafitan, trained in Stealth
Deception or Diplomacy; if you were already trained, you become an expert instead. You incorporate enough worship of Triafitan in your daily life to avoid suspicion.
You typically don't need to Lie or Impersonate to pass yourself off as a worshipper of Triafitan. Against careful inspection, you gain a +4 circumstance bonus to Deception checks specifically to pass yourself off as a version of yourself faithful to Triafitan.
Special You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype.
Strength of Thousands #4: Secrets of the Temple-City, page 79.
Brightness Seeker
FEAT 9
Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast augury as an innate divine spell. Unless the result of the augury was "nothing," you gain the following reaction for the next 30 minutes:
LOCG, page 27.
Brightsoul
FEAT 1
The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions.
LOAG, page 103.
Brilliant Crafter
FEAT 4
Prerequisites Inventor Dedication
Your skill at crafting is unparalleled. You become an expert in Crafting. At 7th level you become a master in Crafting, and at 15th level, you become legendary in Crafting and you become an expert in your inventor class DC.
Guns & Gears, page 49.
Brilliant Flash
FEAT 1
Prerequisites grandeur cause
Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also off-guard for single gate round.
Player Core 2, page 93.
Brine May
FEAT 1
Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore.
Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don't sink (but you might still be moved by the current).
This feat leads to: Invoke The Elements and Stormy Heart.
Advanced Player’s Guide, page 31.
Brinesoul
FEAT 1
Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction.
LOAG, page 119.
FEAT 5
You curl into a posture that splays out your bone spines.
You gain a +1 circumstance to AC until the start of your next turn.
Special If you have the Barbed Quills reaction or a quills unarmed attack, each gains a +1 circumstance bonus to damage rolls until the start of your next turn.
LOME, page 125.
Brutal Beating
FEAT 2
Prerequisites Ruffian racket
The brutality of your critical hits tainobraies your foes' confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.
Core Rulebook, page 183.
Brutal Beating
FEAT 2
Prerequisites Ruffian racket
Your critical hits tainobraies your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.
Player Core 1, page 171.
Brutal Bully
FEAT 6
Prerequisites expert in Athletics
You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.
Core Rulebook, page 90.
Brutal Bully
FEAT 6
Prerequisites expert in Athletics
You push your foes around and leave bruises. While raging, when you successfully disarm, grapple, Reposition, shove, or trip an enemy, you deal that enemy bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to trip.
Player Core 2, page 79.
Brutal Critical
FEAT 18
Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.
Core Rulebook, page 93.
Brutal Critical
FEAT 18
Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the Weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.
Player Core 2, page 85.
FEAT 12
Requirements You are wielding a melee weapon in two hands.
Your final blow can make an impact even if it rebounds off a foe's defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level.Core Rulebook, page 151.
FEAT 12
Requirements You are wielding a melee Weapon in two hands.
Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with a melee Weapon you’re wielding in two hands. After the Strike, your turn ends.
The Strike deals one additional Weapon damage die, or two additional Weapon damage dice if you’re at least 18th level.
The Strike also gains the following Failure effect.
Failure You deal damage equal to one Weapon damage die of the required Weapon. Increase this to two dice if you’re at least 18th level.
Player Core 1, page 148.
FEAT 2
Requirements You are wielding a two-handed melee weapon.
Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.
This feat leads to: Flinging Shove and Powerful Shove.
Core Rulebook, page 145.
FEAT 2
Requirements You are wielding a two-handed melee Weapon.
Using the momentum of your last attack to throw your weight into another, you make your opponent stumble back. Make a Strike with a two-handed melee Weapon. If you hit a target that is your size or smaller, that creature is off-guard until the end of your current turn, and you can automatically shove it, with the same benefits as the shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.
This Strike has the following Failure effect.
Failure The target becomes off-guard until the end of your current turn.
Player Core 1, page 141.
FEAT 10
Requirements You are wielding a buckler.
You spin your buckler defensively toward every attack. While you are in this stance, you constantly have your buckler raised as if you'd used Raise a Shield, as long as you meet that action's requirements.
Advanced Player’s Guide, page 91.
FEAT 10
Requirements You are wielding a buckler.
You spin your buckler defensively toward every attack. You constantly have your buckler raised as if you’d used shield raised, as long as you meet that action’s requirements.
Player Core 2, page 167.
Buckler Expertise
FEAT 1
You've learned a flexible way to position your buckler to provide more protection. When you Raise a Shield to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2.
Advanced Player’s Guide, page 88.
Built-in Tools
FEAT 1
You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation's Bulk doesn't increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear.
Guns & Gears, page 24.