TEXT: 1
  From Beyond the StarS II
  Breath oF the heavenS
  Utilizing the rules presented in The Genius Guide to Relics of the Godlings 
  and The Genius Guide to Relics of the Godlings II, the Relic Files brings 
  new magic items to your game table. Drawing on mythology 
  and traditional fantasy tropes, each Relic File PDF presents a 
  new relic suitable for use in most fantasy campaigns.
  For suggestions on how to use relics in your campaign, 
  consult either volume of The Genius Guide to Relics of the 
  Godlings.
  Whether you’re telling a science fiction story or an epic 
  fantasy, sometimes sneaking in a little of the other creates 
  an interesting twist. This aesthetic can be seen in a number 
  of fantasy and science fiction sources from pulp stories 
  such as Edgar Rice Burroughs The Warlord of Mars and 
  more modern fiction such as Gene Wolfe’s Book of the 
  New Sun series to game resources like The Expedition 
  to the Barrier Peaks. These three titles are far from an 
  exhaustive list but they represent a variety of the 
  ways the two genres can be brought together. Relic 
  Files: From Beyond the Stars is a series of short PDFs 
  that blends elements of science fiction and fantasy to 
  create exciting technological relics for the Pathfinder 
  Roleplaying Game.
  In the first volume we introduced Quicksilver Mail, 
  alien armor made from a liquid alloy. In this volume 
  we present the Breath of the Heavens a strange bit of 
  nanotechnology that inhabits the bearers lungs augmenting 
  its breathing and grants the bearer a number of other interesting abilities.
  Relic Files
  andrew marlowe
  
  2
  Breath oF the heavenS 
  Wynn charged down the corridor in the direction of his 
  friend’s yell.
  Sliding to a stop on the damp stones, Wynn exhaled 
  hard and a puff of twinkling light escaped his lips. 
  Up ahead he could see one of the troglodytes raise its 
  club to swing it at Angar’s head. Wynn called out a 
  warning just in time for the fighter to roll to the side, 
  still retching on the creature’s stench.
  Since accidentally inhaling the glowing cloud that 
  had erupted from the strange hostile creature in the so-
  called Meteor Dungeon, things were getting weird. At 
  first he was certain he’d inhaled some monstrous toxin, 
  but he’d since accepted it was some sort of magical air. 
  Right now he was happy the stuff was dulling the foul 
  odor of the trogs.
  Wynn shifted his footing and charged into small 
  chamber, drawing his daggers. Passing through the 
  open door, Wynn aimed both blades at the troglodyte 
  with the club, crouched low, and slid between the 
  stunned creature’s legs, then tumbled and twisted 
  expertly back into a standing position facing the beast 
  as its two friends closed in around Wynn. Their swords 
  flashed in the torchlight and while Wynn was able to 
  evade the trog on his right, his flank was left exposed, 
  and a blade bit painfully into his leather jerkin. Wynn 
  doubted the thrust did more than scratch him through 
  his armor but the force of the blow was still enough to 
  stagger him, and send pain flaring through his side. 
  He spun and faced the troglodyte on his left, intending 
  to snap off a witty remark, but instead lightning crackled 
  from his mouth as he exhaled to speak. The bolt of energy 
  caught the surprised monster square in the chest, sending 
  it sprawling backward. Wynn stood dumbfounded. He’d 
  had no idea the magical air could do that!
  Damn, he thought, this is gonna be useful!
  Sometime, somewhere, in your campaign world, 
  a spacecraft crashed, or a dimensional rift opened, 
  and the treasures of super-science, or strange 
  alien technology emerged. Your PCs may discover 
  them, or perhaps they will have to face-off against 
  the opponents who currently own them. Though 
  Breath of the Heavens is powered by advanced 
  technological forces, it manipulates the same 
  eldritch energies as magic does, so it is treated as 
  a magic item.
  USIng the Breath oF the 
  heavenS In yoUr game
  Here are a few useful tips for integrating this 
  relic into your ongoing campaign.
  Finding It: Placing the Breath of the Heavens 
  as treasure can be tricky. Perhaps the most 
  exciting way to introduce it to your players is 
  by having a defeated enemy expel it with its 
  dying breath. You might also present it floating 
  and luminescent inside a glass beaker or sealed 
  inside a locket which could then tie into other 
  story threads. Or perhaps it is discovered free 
  floating aimlessly and easily mistaken for a will-
  o’-wisp.
  Attunement Time: Normally when a character 
  becomes the bearer of a relic, he gains any powers 
  associated with his current level (or highest relic 
  attunement feat if you are using that option). 
  But since the Breath of the Heavens requires the 
  nano-machines to move into the bearer’s body 
  a period of attunement might be more realistic. 
  For every level past 1st, it takes 1d6 minutes 
  for the next level’s abilities to attune until the 
  character has all abilities he would be eligible 
  for. This would only be a required delay when a 
  character higher than level 1 becomes the relic’s 
  bearer, and would not have to be repeated every 
  time the bearer gains a level.
  Passing It on: Like any other magic item, your 
  PCs should be able pass ownership of this relic 
  from one member of the group to another, 
  or turn it over to an NPC if they wish. To end 
  ownership of the relic the bearer simply wills 
  the Breath of the Heavens gone and exhales. 
  No Science Fiction Please: This series of relics 
  assumes that you want to include downed 
  spaceships, extradimensional aliens or some 
  other science fiction elements but that need not 
  be the case. You can strip out the science fiction 
  elements and still use this relic. Perhaps the Breath 
  of the Heavens is bestowed upon the character as 
  a gift from a rescued nymph or discovered in 
  the laboratory of a famous alchemist or wizard.
  
  3
  Breath oF the heavenS
  Aura: strong transmutation; CL: as wielder’s level
  Slot: none; Weight: --.
  deScrIptIon 
  The Breath of the Heavens appears as a sparkling 
  cloud of dim light about a foot in diameter. The 
  cloud is comprised of millions of self-replicating 
  nano-machines originating from an advanced 
  alien society. Once inhaled, the nano-machines 
  are able to improve the general health and 
  cognitive function of the bearer. They also filter 
  toxins from the bearers air supply and can even 
  allow the bearer to breath water as easily as air. 
  Portions of the nano-cloud may also be exhaled, 
  either as a breath weapon, or as means of limited 
  communication and surveillance. 
  Level 1: The Breath of the Heavens allows its bearer 
  to exhale a small glowing cloud of microscopic 
  nano-machines. For 1 minute per day this cloud 
  functions as per the dancing lights spell. The bearer 
  may also send and receive whispered messages 
  through this small cloud in a manner similar to 
  the message spell.
  Level 2: The bearer gains a +2 competence bonus 
  to all Perception skill checks as the nano-machines 
  spread through the bearer’s bloodstream to the 
  brain where they can improve the bearer’s acuity 
  and general brain function.
  Level 3: The Breath of the Heavens grants its bearer 
  a +1 resistance bonus to Fortitude saves.
  Level 4: The bearer of the Breath of the Heavens 
  gains improved respiration for 2 hours per day. 
  Improved respiration allows the bearer to breathe 
  water and become temporarily immune to inhaled 
  effects such as stench and poisons. This power has 
  no effect on poisons already in the bearer’s system 
  those effects continue to function normally. This 
  power need not be used all at once it can instead 
  be broken into 10 minute intervals.
  Level 5: The duration of the level one power 
  increases to 3 minutes per day. This may be used 
  all at once or in separate 1 minute intervals.
  Level 6: The bearer gains a +1 enhancement bonus 
  to both Constitution and Intelligence.
  Level 7: The duration of the level 4 improved 
  respiration power increases to a total of 2 hours 
  per day. The competence bonus to Perception 
  increases to +3.
  Level 8: The duration of the level one power 
  increases to 5 minutes per day.
  Level 9: Once every 2d4+2 rounds the bearer of 
  the Breath of the Heavens can breathe a 20 foot line 
  of electricity that deals 2d6 points of damage. A 
  successful Reflex save (with a DC equal to the 
  bearer’s level + bearer’s Intelligence modifier) 
  halves this damage. The resistance bonus to 
  Fortitude saves increases to +2.
  Level 10: The improved respiration power’s 
  duration increases to 4 hours per day. The 
  competence bonus to Perception increases to +5.
  Level 11: The enhancement bonuses to Constitution 
  and Intelligence increase to +2.
  Level 12: The recharge time between breath 
  weapon attacks is reduced to 1d6+2 rounds. The 
  resistance bonus to Fortitude saves increases to +3.
  Level 13: The glowing cloud of nano-machines 
  from the Breath of the Heavens’ level 1 power now 
  functions as a sensor for clairaudience/clairvoyance 
  while the cloud persists.
  Level 14: The competence bonus to Perception 
  increases to +7 and the duration of the level one 
  power increases to 10 minutes per day.
  Level 15: The improved respiration power’s 
  duration increases to 8 hours per day and the 
  resistance bonus to Fortitude saves increases to +4.
  Level 16: The enhancement bonuses to Constitution 
  and Intelligence increase to +4.
  Level 17: The competence bonus to Perception 
  increases to +10. The breath weapon attack now 
  deals 5d6 damage.
  Level 18: The level one power may be used for 
  20 minutes a day and the resistance bonus to 
  Fortitude saves increases to +5.
  Level 19: The enhancement bonuses to Constitution 
  and Intelligence increase to +6.
  Level 20: The improved respiration power becomes 
  constant and the breath weapon may now be used 
  every other round at will.
  
  4
  go rogUe!!
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  The Genius Guide to Relics of the Godlings. © 2013, Rogue Genius Games; Author: Owen K.C. Stephens
  The Genius Guide to Relics of the Godlings II. © 2013, Rogue Genius Games; Author: Owen K.C. Stephens
  Relic Files: From Beyond the Stars IITreasures of Camelot I. © 2014, Rogue Genius Games; Author: Andrew Marlowe
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  presented within this book are Open Game Content as described in Section 1(d) of the License.
  Designer: 
  Andrew Marlowe
  Developer: 
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  Lj Stephens 
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