The foe reaper is a deadly adversary, calling upon an array of spirits in order to perfect the art of the hunt. These dread warriors often research specific spirits that possess a hatred towards a mark that the foe reaper seeks to hunt and bind that spirit unto themselves, channeling the spirit’s thirst for revenge in order to increase their hunting prowess.
A foe reaper can seal pacts with spirits. The character’s binder level equals his or her ranger level, and the character binds spirits as an occultist of that same level. A foe reaper uses Wisdom in place of Charisma on binding checks and when adjudicating the effectiveness of granted abilities.
This ability replaces your ability to cast ranger spells.
At 1st level, a foe reaper aligns with any one constellation. The character cannot seal pacts with any spirit whose constellation opposes the aligned constellation. Also, the foe reaper is treated as a binder of ½ his or her ranger level when making binding checks with, and using the granted abilities of, unaligned spirits.
This ability functions as a ranger’s favored enemy, except a foe reaper applies favored enemy bonuses against all creatures that qualify as the currently bound spirit’s favored enemy. At 5th level and every 5 levels thereafter, the bonuses improve by +2. This ability counts as a ranger’s favored enemy class feature for the purpose of how it interacts with feats, spells, magic items, and all other abilities. Unlike a ranger, a foe reaper never gains more favored enemies.
This ability replaces favored enemy.
At 3rd level, a foe reaper gains a small pool of ki energy points. The number of points in the pool equal ½ the character’s ranger level + his or her Wisdom modifier. As long as the foe reaper possesses at least 1 point in the ki pool, he or she can make coup de grace attempts as a standard action instead of as a full-round action. At 10th level, the foe reaper can make coup de grace attempts as a move action instead. A foe reaper can spend ki points. By spending 1 ki point, a foe reaper can make 1 additional attack at his or her highest attack bonus as part of a full attack action. In addition, the foe reaper can spend 1 ki point to gain the scent special quality as a supernatural ability for 1 minute per ranger level. The foe reaper treats scents of all creatures that qualify as their spirit’s favored enemy as a familiar scent. Finally, a foe reaper can spend 1 ki point to increase his or her land speed by 20 feet for 1 round.
The ki pool is replenished each morning after 8 hours of rest or meditation. These hours do not need to be consecutive. If the foe reaper possesses levels in another class that grants points to a ki pool, ranger levels stack with those levels to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of ability score is made when the second class ability is gained; and once made, the choice is set. The foe reaper then uses ki points from the combined pool to power the abilities of every class he or she possesses that grants ki.
This ability replaces endurance and the favored terrain gained at 3rd level.
At 8th level, whenever a foe reaper successfully coup de graces a creature, he or she may immediately restore 1 ki point to the ki pool when bound to a spirit. If the coup de graced creature is the bound spirit’s favored enemy, the foe reaper restores 2 ki points instead. A foe hunter only restores ki if the slain creature has a number of hit dice equal to half or more of the foe reaper’s level.
This ability replaces the favored terrain gained at 8th level.
At 13th level, a foe reaper can spend all of his or her remaining ki points (minimum 3) in order to end the exhaustion time on a bound spirit’s major granted ability.
This ability replaces the favored terrain gained at 13th level.
At 18th level, a foe reaper may make a killing blow against a creature that qualifies as the currently bound spirit’s favored enemy. As a full-round action, the ranger expends all remaining ki points (minimum 3) in order to make a single attack against the creature. If using a ranged weapon, the target must be within 30 feet. If the attack succeeds, the creature must make a Fortitude save (DC 10 + ½ the foe reaper’s level + Wis modifier) in addition to the weapon’s normal damage. On a failed saving throw the creature dies.
This ability replaces the favored terrain gained at 18th level.