Avatars of the Master

Avatars of the Master PDF

Author: Mayuran Senthilnathan

Publisher: Hay House, Inc

Published: 2018-02-28

Total Pages: 258

ISBN-13: 938683233X

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‘A picture may tell a thousand words, but a story can reveal a thousand Truths’ Avatars of the Master is an exciting journey that delves deep into the sacred stories of the Indian tradition. Through these stories, we learn about love, surrender and the conquering of pride. We understand the power of grace, the yearning of the heart and the true meaning of humility. This book describes and explains the first five incarnations of the supreme deity—Narayana (Vishnu). Each one of these incarnations opens a portal to the inner world where we gain a vivid picture of who the Master is and how He can transform our life. To anyone who has a thirst for Truth, the teachings expounded in these pages will provide a rich source of wisdom to carry forward on their path. They are honestly delivered and spring from the authentic experience of one who has taken shelter under a true Master. This is about real spirituality with real divinity.

Weapon Master's Handbook

Weapon Master's Handbook PDF

Author: Paizo Publishing

Publisher:

Published: 2015-12

Total Pages: 0

ISBN-13: 9781601257963

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Being proficient with a weapon is a good start, but you can become a true artist of combat with the secrets of the Pathfinder Player Companion: Weapon Master's Handbook! Within the volume's pages are the benefits of studying at the great schools of war, details on fighting techniques honed over centuries of gladiatorial combat, and rules for learning several divine fighting techniques. Also featuring new feats, magic items, archetypes, and expanded options for the stamina and combat trick rules first presented in Pathfinder RPG: Pathfinder Unchained, this player-friendly volume contains everything you need to become a master with any conceivable weapon!

MODERN RELIGIONS: AN EXPERIENTIAL ANALYSIS AND EXPOSƒ

MODERN RELIGIONS: AN EXPERIENTIAL ANALYSIS AND EXPOSƒ PDF

Author: Elliot Benjamin, Ph.D.

Publisher: Lulu.com

Published: 2013-10-03

Total Pages: 442

ISBN-13: 1257082612

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This book is an experiential analysis of over twenty modern religious/spiritual groups. The book is divided into two generic segments, inclusive of a tri-perspective experiential analysis using a variety of cult danger rating scales, and a more personal experiential description of the author's involvement in these groups, written in stream of consciousness essay form. The groups explored include controversial religious organizations such as Scientology and The Unification Church, as well as lesser known religious groups such as Conversations with God and Avatar, and also new age retreat centers such as Omega Institute for Holistic Studies and Kripalu Center for Yoga and Health. The author describes both the dangers and benefits of various groups, and based upon his own experiences is able to rate these groups on a cult danger vs. spiritual benefits scale on a gradient from "high cult danger" to "favorable spiritual group."

The Avatar's Handbook

The Avatar's Handbook PDF

Author: Green Ronin Publishing

Publisher:

Published: 2003-02

Total Pages: 0

ISBN-13: 9780972359962

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Avatars are divine servants of the Lords of Good that can summon celestials to aid them. Powerful avatars can even transform into celestials in combat, channeling divine energy directly from the Heavenly Host. Written by Hammer & Helm author and Dragon Magazine editor Jesse Decker, the Avatar's Handbook introduces this new core class to the d20 System and gives you all the rules you need to incorporate it into your campaign. In addition to Master Class trademarks like new feats, spells, and magic items, the Avatar's Handbook includes full game stats for over 25 new celestials, making it the perfect complement to Legions of Hell and Armies of the Abyss. Righteous paladins and clerics now have a powerful new ally in the struggle against evil.

Masters of FX

Masters of FX PDF

Author: Ian Failes

Publisher: CRC Press

Published: 2016-02-19

Total Pages: 327

ISBN-13: 1317540921

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It would be rare these days to find a film that did not in some way depend on the magic of visual effects, from the raging computer-generated dinosaurs in Steven Spielberg's Jurassic Park, to the fantastical worlds of Tim Burton's Alice in Wonderland, and the photoreal tiger and ocean in Ang Lee's Life of Pi. Through interviews with 16 of the leading effects pioneers from around the world (see list below), author Ian Failes explores the making of some of the most memorable film sequences ever produced, showcasing the shift from practical to digital magic with original behind-the-scenes imagery, shot breakdowns, and detailed explanations of some of the secrets behind the making of cinema's most extraordinary creations. Visual effects artists and films discussed include: Dennis Muren (Star Wars: Episodes IV–VI; Terminator 2: Judgment Day; Jurassic Park; A.I. Artificial Intelligence; War of the Worlds) Bill Westenhofer (Babe: Pig in the City; Cats & Dogs; The Lion, the Witch and the Wardrobe; The Golden Compass; Life of Pi) Joe Letteri (The Lord of the Rings trilogy; King Kong; Avatar; Planet of the Apes; The Hobbit trilogy) Rob Legato (Apollo 13; Titanic; The Aviator; Hugo) Paul Franklin (Pitch Black; Christopher Nolan’s The Dark Knight trilogy; Inception; Interstellar) Richard Edlund (Star Wars: Episodes IV–VI; Raiders of the Lost Ark; Ghostbusters; Multiplicity); Edson Williams (X-Men: The Last Stand; The Curious Case of Benjamin Button; The Social Network; Captain America films) Karen Goulekas (Godzilla; The Day After Tomorrow; 10,000 BC; Green Lantern); Chris Corbould (Golden Eye; Die Another Day; Christopher Nolan’s The Dark Knight trilogy; Inception); Ian Hunter (The X-Files; The Dark Knight; The Dark Knight Rises; Inception; Interstellar) John Rosengrant (Terminator films; Jurassic Park; Iron Man films; Real Steel)

The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters PDF

Author: Jeff Ashworth

Publisher: Media Lab Books

Published: 2020-09-15

Total Pages: 256

ISBN-13: 9781948174374

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For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.