The Touch of Asmodeus

Touch of Asomandous: Starts at 5 points. The hand gains or loses points due to certain actions and it’s temperament can change as well.
Owner gains a level +1d10
Owner kills a creature that is good and not hostile (unless you instigated it) +2
Owner gives a pledge at a temple of Asomandous +2
Owner betrays a close friend in dire straits +1
Owner desecrates or defiles the shrine or temple of a good deity +1
Owner kills an evil creature or deals damage to an evil creature that an ally kills (maximum 1/encounter) –1
Owner helps a druid -1
Owner lets a hostile intelligent creature (4 or higher) survive the encounter. (maximum 2/encounter) –2
-The hand does not give special credit for killing creatures who started fights or are naturally hostile. These souls are simply expected to reaped and are not appreciated in a special way.

Property: You gain a +2 item bonus to Athletics checks.
Property: Warlock powers gained from the hand can use a strength modifier as a to-hit option.
Power (As an item encounter): Standard Action. The hand is the implement. You can use hellish rebuke (warlock 1).
Power (Daily as item):Standard Action. You can use Fiendish Resilience (warlord 2).

Pleased (16–20)
“I can feel Asmandous.”
The Hand is pleased with its host—for now. The souls it devours make it strong and Asmandous awards his host with greater power. Its hunger is echoed to the host, seemingly satiated even less as more are killed for the god. One who truly listens could descend into madness. The bright red skin starts to spread and demonic features will emerge on the host.
Property: The Hand’s item bonus to Athletics checks increases to +5.
Property: You take a –5 penalty to Diplomacy checks.
Power (Daily ✦ Arcane): Minor Action. You call forth an aura of death (aura 5) that lasts until the end of your next turn.
While the aura is active, all creatures that enter the aura or start their turn in the aura take 10 fire damage. Each time an enemy takes damage in this manner, you heal 2 hit points for each creature (max 5 creatures) in the aura.
Satisfied (12–15)
“Devour the weak. All the world is in competition and I shall emerge the victor.”
The Hand is satisfied enough with its host, but not pleased at the rate at which it goes. While content to a point, it will speak up as to opportunities that can arrive. The sight of blood will feel welcoming to the host, doubly so if spilled by another. The claws on the hand are elongated and the redness spreads noticeably spreads to the chest.
Property: The Hand’s item bonus to Athletics checks increases to +3.
Property: You take a –2 penalty to Diplomacy checks.
Power: Minor action; Can use “Shoud of Black Darkness” (Warlock lv 6) as a regular power.
Normal (5–11)
“Souls… we need more souls…”
When first attached to a host, the Hand is communicative, trying to set the terms and will speak up when it feels as though it’s wearer is not working in accordance with it’s pact. If cooperative, it will not nag often. Only the arm is red and the fingers slightly claw-like.
Unsatisfied (1–4)
“The Hand doesn’t do what I want, it does what it wants.”
The Hand believes that the host is unlikely to satisfy its ambitions and becomes combative. It may act out and begin to fight it’s host in perilous situations in order to prove who is in charge. It begins to turn black and look unhealthy.
Property: You take a –2 penalty to Diplomacy checks.
Special: Once per day at any time, the Hand might choose to drop whatever it holds and attempt to choke you. The Hand makes a special attack against your Fortitude defense, rolling 1d20 + your level. If this attack hits, you are dazed (save ends). Until you make a saving throw, you also can’t use the Hand to attack or manipulate objects or to use the Hand’s powers.
The Hand typically defies its host in a nonthreatening situation first. After that warning, any time becomes fair game.
Angered (0 or lower)
“Get it off me! Keep away from it!”
At this point, the Hand is actively at war with its possessor, and it wants to torture its host before moving on to a more acceptable wielder. The whole arm begins to rot away. Using it is painful and the fingers are unwilling to cooperate.
Property: You take a –5 penalty to Diplomacy checks.
Property: You take a -2 penalty to attack rolls.
Special: Once per encounter at any time, the Hand might choose to drop whatever it holds and attempt to choke you. The Hand makes a special attack against your Fortitude defense, rolling 1d20 + your level. If this attack hits, you are dazed (save ends). Until you succeed on a saving throw, you also can’t use the Hand to attack or manipulate objects or to use the Hand’s powers.
Special: Each time you miss with an attack, there is a 25% chance that the Hand uses diabolic grasp against one of your allies within range of the spell (determined randomly by the DM).
Moving On
“Behold.”
The Hand consumes itself and rots away. Left with only the charred remains of the a stump, it’s host is forever marked and the soul imprinted for reaping by the god when the former host dies. If the character is raised from the dead it comes back with demonic features having being damned to the abyss.

The Touch of Asmodeus

Last of the Brood Patricoo