monnierara millennium

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Early Mormonism emerged in the early 19th century in the United States under the leadership of Joseph Smith Jr. and has since become a significant religious movement known as The Church of Jesus Christ of Latter-day Saints. While its teachings and practices have evolved over time, there are roots of a magic worldview evident in its early history. Joseph Smith Jr. claimed to have had multiple visions and encounters with divine beings, which he said led to the restoration of the true Christian church. These experiences were often accompanied by the use of seer stones, divining rods, and other magical objects.

Occult spekks pf2e

These experiences were often accompanied by the use of seer stones, divining rods, and other magical objects. In fact, Smith used a seer stone, called the "Urim and Thummim," to supposedly translate the Book of Mormon from ancient gold plates. Additionally, early Mormonism incorporated elements of folk magic prevalent in the 19th-century American culture.

Pathfinder 2e Character Building Tomfoolery (8 Viewers)

For the uninitiated, in the DOS games, the "barrelmancer" isn't really a character build, it's more like a cheesy method of combat. Get a character with maxed out Telekinesis skill, who drops a container (often chest or barrel) containing a crap-ton of objects on enemies. Since damage is based on the weight of the object, it will often lead to hilarious and cheesy kills even against multi-thousand HP bosses especially since Telekinesis is not bound by weight, only by distance.

At its most basic, the "hit 'em with objects" schtick can be ticked off in PF2 with the Telekinetic Projectile cantrip. This technically only uses objects of Bulk 1 or less, but the damage scales with level and as a GM I would have no issue with the player describing that as using large objects, on the understanding that there was no actual correlation between object size and damage. (In fact, I actually prefer that there be no correlation between object size and damage, because if there were, then telekinetic projectile could be nerfed by simply not having large objects around).

But PF2 also has a specifically TK-focused Psychic type - "the distant grasp", so let me introduce you to:

Thrawn Bokks, barrelmancer

Pathbuilder 2e

pathbuilder2e.com

You will need the full (purchased) version of Pathbuilder to access this link, as normal.

Thrawn was a warehouse labourer who discovered his psychic powers when working late one evening. Burglars broke into the warehouse, and in his alarm, Thrawn telekinetically hurled a crate at them.

Worried that his powers might be a danger to people other than burglars, Thrawn took to the roads, learning to live in the wild and also developing his psychic strength and control.

I've tried to only pick spells for Thrawn that can be explained as telekinetic in nature; shield to telekinetically deflect blows, true strike to telekinetically guide them, magic missile is pure telekinetic force, blink is him telekinetically 'bouncing' himself around, his black tentacles are made of telekinetic force, and his shadow blast is him telekinetically drawing heat, cold or electrical energy, etc.

Thrawn Bokks, Psychic 10

Medium Human Half-Orc Humanoid
Perception +14; Low-Light Vision Darkvision
Languages None selected
Skills Acrobatics +14, Athletics +19, Crafting +17, Intimidation +12, Lore: Labor +17, Medicine +14, Nature +14, Occultism +21, Society +17, Stealth +16, Survival +14, Thievery +14
Str +3, Dex +2, Con +4, Int +5, Wis +2, Cha +0
Items +1 Resilient Shadow (Greater) Hide
AC 28; Fort +19, Ref +17, Will +17
HP 127
Armored Rebuff


Speed 30 feet
Melee +1 Striking Thundering Longspear +16 (Reach, Evocation, Magical, Sonic), Damage 2d8+3 P +1d6Sonic
Psi Burst


Violent Unleash
Unleash Psyche
Calculate Threats
Hunt Prey

Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 2 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 3 or less. Your mage hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd level or higher, its maximum Bulk is 2. If the spell is heightened to 7th level or higher, its maximum Bulk is 3. It also gains the following amp. Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again. Amp Heightened (4th) You can attempt to Disarm the creature instead of attempting to Shove it. If you knock an item out of the creature's grasp in this way, the mage hand immediately grabs it. Any effect of the mage hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped mage hand.
Telekinetic Projectile (Amped)

Range 30 feet; Targets 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Heightened (+1) The damage increases by 1d6. Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet. It also gains the following amp. Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage. Amp Heightened (+1) The damage increases by 2d6 instead of by 1d6.
Telekinetic Rend

Range 60 feet Area 2 non-overlapping 5-foot bursts Saving Throw basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. Heightened (+2) The damage increases by 1d6. Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1. Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.
Gravity Weapon

Duration 1 minute You build up gravitational force (telekinetic, for Thrawn) and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
Vector Screen

Range 60 feet; Area one 5-foot square Duration until the start of your next turn You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks - such as arrows, bolts, sling bullets, and other objects of similar size - is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty. Heightened (5th) The screen is 10 feet wide. Heightened (6th) The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area. Amp Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.
Dancing Blade

Range 30 feet; Targets 1 creature Duration sustained up to 1 minute You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist. When you first Cast the Spell, the weapon automatically flies to the target and Strikes. It moves along with its target, always remaining within reach. Each time you Sustain the Spell, the weapon either Changes Partners or Strikes. The weapon's attacks use and contribute to your multiple attack penalty. • Change Partners Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target. • Strike (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to 2d6 plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack). Heightened (+2) The damage increases by 1d6. Amp The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones. • Guard Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first. • Push (attack) The weapon attempts to Push its target, using your spell attack roll instead of an Athletics check to determine the results of the Push
Additional Feats Assured Identification, Athletic Might, Consult the Spirits, Fleet, Gravity Weapon, Half-Orc, Hefty Hauler, Inertial Barrier, Intimidating Glare, Iron Fists, Orc Sight, Quick Jump, Ranger Dedication, Ranger Resiliency, Sentinel Dedication, Signature Spell Expansion, Steel Skin, Toughness, Warp Space
Additional Specials Clarity of Focus, Conscious Mind (The Distant Grasp), Consult the Spirits (Occultism), Great Fortitude, Precognitive Reflexes, Psi Cantrips And Amps, Psychic Spellcasting, Signature Spells, Subconscious Mind (Precise Discipline)

Monnierara millennium

Practices such as folk healing, divination, and treasure-seeking were not uncommon among the early Mormons. Many of Smith's followers believed in the existence of hidden treasures and engaged in activities such as using divining rods to locate buried riches. The magic worldview of early Mormonism extended beyond these practices and beliefs. Smith taught that his followers could access spiritual powers through rituals and ceremonies, such as the laying on of hands and anointing with consecrated oil. These practices were believed to bring about healing, protection, and empowerment, similar to traditional magical practices. The early Mormon community also practiced divination and prophecy, believing that God could reveal future events through chosen individuals. This concept is evident in the Doctrine and Covenants, a collection of revelations and teachings considered scripture by the Church. These revelations often included specific instructions on various aspects of life, further reinforcing the belief in the magical connection between the earthly and divine realms. It is important to note that as Mormonism grew and gained mainstream acceptance, many of these magical practices were de-emphasized or abandoned altogether. The Church sought legitimacy and acceptance within the larger society, leading to a shift towards a more orthodox Christian worldview. However, elements of the magic worldview can still be found in certain Mormon beliefs and practices today. In conclusion, early Mormonism was influenced by a magic worldview, with beliefs, practices, and rituals that were characteristic of folk magic prevalent in 19th-century America. These magical elements played a significant role in the early development of Mormonism but have been downplayed in the modern Church's efforts to establish itself as a mainstream Christian denomination..

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monnierara millennium

monnierara millennium