Old Jikininki (Ranger Archetype)
The Necromancer's Handbook
Jikininki were originally cursed individuals, destined to feast upon the flesh of corpses to sate their terrible hunger. However, like all things, the dedicated can turn these curses into weapons of their own.

Hateful Hunger (Su): At 1st level, by spending 1 full-round action feasting on a corpse, a jikininki can focus his ferocity against similar creatures, gaining the benefits of the favored enemy class feature against creatures with the same type (and subtype, for humanoids and outsiders). This bonus lasts until the jikininki consumes another corpse of a different creature type, switching his bonuses to the new creature type. A consumed corpse is considered destroyed for the purposes of reanimation; the corpse must have been dead for no longer than 1 day per class level.

At 5th level and every 5 levels thereafter, the bonuses increase by 1 (+3 at level 5, +4 at level 10, and so on).

This replaces favored enemy, but counts as favored enemy for the purpose of meeting prerequisites.

Combat Style Feat: A jikininki can select Necrosis feats as combat style feats.

Night Stalker (Ex): At 3rd level, a jikininki gains a +2 bonus to initiative and Stealth checks in areas of dim light or darkness.

At 8th level, he gains darkvision 60 feet; if he already has darkvision 60 ft. or greater, it increases by 30 ft. instead. In addition, he can spend a spell point a standard action to cause all living creatures within 60 ft. to be frightened for 1 round per class level if they fail a Will save (DC 10 + 1/2 class level + Wisdom modifier); creatures receive a new saving throw each round beyond the first. This is a mind-affecting fear effect, and it must be night or he must be in an area of dim light or darkness to use this ability.

At 12th level, a jikininki can use the Stealth skill to hide, even while being observed, as long as he is in an area of dim light or darkness.

At 17th level, his bonuses to initiative and Stealth checks made in areas of dim light or darkness increase by 2. In addition, he is always acts in the surprise round, even if he is caught unaware, as long as he is in an area of dim light or darkness.

This replaces favored terrain, camouflage, and hide in plain sight.

Casting: At 4th level, the jikininki may combine spheres and talents to create magical effects. The jikininki is considered a Low-Caster and uses Wisdom as his casting ability modifier, but only counts his ranger levels -3 as casting class levels. (Thus, a level 9 ranger would have a caster level of 3.) (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool: The jikininki gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level -3 + his Wisdom modifier. This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A jikininki gains one magic talent at 5th level and every 2 levels thereafter.

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