The Angel's Face and the Left Hand of God are a pair of artifacts of unknown origin. They have appeared and disappeared throughout history, often facilitating the rise of a powerful religious figure or causing his or her downfall. Their first known appearance on Earth was in Ancient Egypt.
Apart, the items appear to be faintly enchanted with some kind of preservative magic. When brought together, they begin to radiate stronger magic, but their true powers are only revealed when worn together by a single user. (The artifacts must be worn by the same user, at the same time, to function.)
THE ANGEL'S FACE
This smooth, silvery mask is of a face with cherubic features, and it's hard to tell if it's supposed to resemble and male or female. It radiates faint abjuration magic if it examined with means designed to reveal enchantments.
If a human or demihuman character who isn't an Immortal, Outsider or Undead holds it up to their face, the mask immediately attaches itself. It can only be removed if the character remains absolutely calm and takes no actions for six rounds other than to clear their minds of all thoughts. One the seventh round, the character must roll a successful Will Save (DC22). If successful, the mas falls off. The only other reason the mask detaches itself is upon the death of the character.
If an Immortal, Outsider, or Undead tries to use the Angel's Face, the mask immediately becomes inert and seemingly non-magical for one month.
Benefits and Powers Gained While Wearing the Angel's Face:
* Saving Throws of a 20th level Cleric, Priest, or Dedicated Hero (or similar class in use in the campaign). If the character's regular saving throws are greater, he or she uses them instead.
* True Seeing as a spell-like ability a number of times per day equal to the character's Wisdom bonus.
* +2 bonus to all rolls made to see through illusions (when the True Seeing ability isn't being used).
* +4 bonus to all saving throws made to resist mind-effecting magic.
Drawbacks to Wearing the Angel's Face:
*The mouth on the Angel's Face has an opening so small that the wearer is only able to consume liquids through a straw.
*Whenever the True Seeing spell-like ability is invoked, the GM secretly rolls percentile dice to see if the character becomes a vessel for a god. If 001 is rolled, the GM rolls a d10 against the following table to see what god has taken hold of the character's mortal form.
1. Anubis 2. Athena
3. Baal 4. Hades
5. Isis 6. Odin
7. Set 8. Shiva
9. Thor 10. Zeus
The god remains in control of the character for 1d10+10 hours, or until the god willingly departs or the character's body is destroyed. During this time, the god can wield any and all powers the GM and the rules-set believes are fitting. The GM should consider telling the player what the god's agenda is and jointly run the character with him or her during this time of possession, allowing the player to make most decisions while the GM primarily adjudicates to what level the god uses his or her powers in the mortal realm.
When the god leaves the character's body, the character must roll a successful Fortitude save (DC 18) or be reduced to 1 hit point and falls into a coma that lasts 1d6+1 hours. Whether the save is successful or not, the mask falls from the character's face and remains inert and seeming non-magical for one month.
THE LEFT HAND OF GOD
This is a fingerless, left-hand leather glove with straps that fasten around the wearer's wrist, with metal studs on each knuckle. It radiates faint alteration and divine magic if it examined with means designed to reveal enchantments.
Benefits and Powers Gained While Wearing the Left Hand of God:
* +2 to unarmed attacks
* +4 divine damage inflicted with each successful unarmed strike (with left-hand only, if a two-handed fighting style is used).
* When touching a character with the gloved left hand, restore up to 3d6+4 hit points. Unwilling targets may roll Will saves to resist (DC12). This is a full-round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
* When touching a character with the gloved left hand, inflict 1d6+6 hit points of divine damage. The target receives a Fortitude save (DC18) and if it is successful, the target only suffers half damage. If used in combat, the wearer must roll a successful touch attack. This is a full round action, and the power may be used a number of times per day equal to the wearer's Wisdom bonus.
Drawbacks to Wearing the Left Hand of God
* The wearer must roll a Fortitude save (DC19) when using the gloves touch powers, whether to heal or harm. If the saving throw fails, the character loses 1d3+1 hit points and is briefly disoriented and is unable to act on the following round.
The photo illustrating this post is of actress Rebecca Rose. It's a still from The Jester 2, and it has nothing to do with the magic items described in the post other than being the source of inspiration for them.
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller.