Genjitsu Games

September 28, 2007:
Simplified Gun Skills for Iron Kngdoms
October 10, 2005:
Blades of Purpose Sample Art
April 1, 2005:
Golems & Goldfish
February 26, 2005:
A Flock of Foes Sample Art
November 24, 2004:
Metablades art samples
October 29, 2004:
A Flock of Foes Hallowe'en preview
July 14, 2004:
Alternate multiclassing restrictions
March 15, 2004:
Self-charging staves
February 23, 2004:
Subrace racial levels
January 14, 2004:
Expanded Monk Class
January 9, 2004:
Turning Generalized
November 3, 2003:
Fighter Feat Prerequisites
October 20, 2003:
Artifacts of Martial Magic
October 20, 2003:
Metablade Spells for Arcana Unearthed
October 20, 2003:
Feat Templates
October 3, 2003:
Feat Descriptors

Haunts & Horror: A Preview of A Flock of Foes

In honor of All Hallow's, Genjitsu is pleased to reveal two of the sample creatures from A Flock of Foes, its upcoming bestiary of creatures and foes created using standard creatures and templates. These two creatures can be used separately or as part of a single story arc.

The Fallen Comtesse (Ghost )

Medium Undead (Augmented Humanoid, Human,Incorporeal), Ast 2, Brd 2

Hit Dice:
4d12 (30 hp)


Fly 30 ft. (perfect)

Armor Class (manifested):
17 (+2 Dex, +5 deflection), touch 17, flatfooted 13

Base Attack/Grapple:

Incorporeal touch +4 melee (1d6 negative energy)

Full Attack:
Incorporeal touch +4 melee (1d6 negative energy)

5 ft./5 ft.

Special Attacks:
Bardic music (countersong, fascinate, inspire courage +1), corrupting touch, frightful moan, malevolence, manifestation, spells

Special Qualities:
Bardic knowledge +5, rejuvenation, +4 turn resistance

Fort +0, Ref +5, Will +7

Str 8, Dex 14, Con —, Int 12, Wis 13, Cha 20

Appraise +7, Decipher Script +7, Diplomacy +16, Gather Information +14, Hide +10, Knowledge [local] +6, Knowledge [history] +7, Knowledge [nobility & royalty] +7, Listen +9, Search +9, Sense Motive +8, Spot +9

Blind-Fight, Diligent, Dodge

A deserted forest or basement


Challenge Rating:

+1 silver longsword


By Character Class

Level Adjustment:

The Comtesse was murdered and her estate usurped by a bloodthirsty relative, and her foremost concern is revenge. To be laid to rest, her usurper must be slain or humiliated beyond redemption. If she is allowed to participate in this by possessing one of the PCs and taking up her family's hereditary sword (the +1 silver longsword listed under treasure), her soul will be purified and merge with her sword, becoming an intelligent +2 merciful ghost touch silver longsword with the power of speech, 60-ft darkvision and hearing and the following powers: zone of truth 3/day, bless 3/day, and continual deathwatch. The sword has an Intellegence of 12, a Wisdom of 13 and a Charisma of 16, and its Ego score is 13. Its alignment is neutral good and it desires to assist in the dispensation of justice to those who require it and mercy to those who deserve it.


Bard Spells (3/1, caster level 2, save DC 15 + spell level):

  1. 0—
    • daze,
    • dancing lights,
    • flare,
    • lullaby,
    • open/close
  2. 1st—
    • cure light wounds,
    • summon monster I

Corrupting Touch (Su):

A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan (Su):

A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC 17) or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.

Malevolence (Su):

Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.

Manifestation (Su):

Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost's touch spells don't work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

The Baron of Stellwood Manor (Vampire

Medium Undead (Augmented Humanoid, Human), Ast 1, Adp 4

Hit Dice:
5d12 (38 hp)


30 ft.

Armor Class:
24 (+3 Dex, +5 chain mail, +6 natural), touch 13, flat-footed 21

Base Attack/Grapple:

Scimitar +6 melee (1d6+3 slashing, 19-20) or light crossbow +6 ranged [80 ft.] (1d8 piercing, 19-20) or slam +5 melee (1d6+3 plus energy drain)

Full Attack:
Scimitar +5 melee (1d6+3 slashing, 19-20) and slam +0 melee (1d6+3 plus energy drain) or light crossbow +6 ranged [80 ft.] (1d8 piercing, 19-20)

5 ft./5 ft.

Special Abilities:
Blood drain, children of the night, create spawn, dominate, energy drain, spells

Special Qualities:
Alternate form, damage reduction 10/silver and magic, energy resistance (cold 10, electricity 10), fast healing 5, gaseous form, spider climb, +4 turn resistance, vampire weaknesses

Fort +1, Ref +6, Will +9

Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 18

Bluff +18, Concentration +9, Diplomacy +8, Forgery +5, Gather Information +6, Hide +11, Intimidate +8, Knowledge [arcana] +6, Listen +13, Move Silently +11, Ride +5, Search +10, Sense Motive +16, Spellcraft +9, Spot +13, Use Magic Device +7

AlertnessB, Combat Expertise, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB, Magical Aptitude, Persuasive

Challenge Rating:

700 gp, 7,000 sp; potion of owl's wisdom, divine scroll (goodberry, jump,), masterwork scimitar, masterwork light crossbow, chain mail.

Lawful evil

Level Adjustment:

A rustic nobleman, good-looking in a rough way, fond of hunting and seemingly sympathetic to the plight of his subjects' disappearing children and family members.

The Baron of Stellwood Manor is an EL 8 encounter if found with two vampire spawn.

If desired, the Baron can be used as the usurper who displaced the Fallen Comtesse.


Adept Spells (3/3/1, caster level 4, save DC 12 + spell level):

  1. 0—
    • detect magic,
    • ghost sound,
    • touch of fatigue
  2. 1st—
    • command,
    • cure light wounds,
    • obscuring mist
  3. 2nd—
    • mirror image

Blood Drain (Ex):

A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su):

Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su):

A vampire can crush an opponent's will just by looking onto his or her eyes. This requires a standard action against a single target within 30 ft., and the target may attempt to avoid it as if it were a gaze attack. The vampire's target must succeed on a Will save (DC 16) or fall instantly under the vampire's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Su):

A humanoid or monstrous humanoid slain by a vampire's energy drain rises as a vampire spawn 1d4 days after burial.

If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Energy Drain (Su):

Living creatures hit by a vampire's slam attack gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. The Fortitiude DC to remove negative levels inflicted by the Baron is 16.

Alternate Form (Su):

A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.

Fast Healing (Ex):

A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su):

As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.