Headhunter

1. SIXTH SENSE [ MISC ]

Benefit: The headhunter now has the inexplicable ability to track down their target no matter where they are hiding in the world. The headhunter experiences this as a gut feeling or hunch. This cannot be used to find invisible or hidden targets only as a sense of general location. The target of this ability can only be someone whom the headhunter intends to kill.

2. TRAP MASTERY [ SKILL BONUS ]

Benefit: The headhunter gains a permanent +5 bonus to their Trapping skill checks and their traps get a +5 bonus against being detected.

3. INFRARED VISION [ STAT BONUS ]

Benefit: The headhunter can now see heat. They can easily find any warm blooded creature hiding in darkness. The headhunter no longer takes any penalty to actions against living creatures at night or in poor visibility. Smoke, fog, and other vision impairing abilities no longer affect the headhunter. If the headhunter’s eyes are damaged, his infrared vision is also impaired.

4. NATURAL CAMOFLAUGE [ BUFF ]

Benefit: Squid taps into his genetic potential to change the color of his skin pigment. Once per hour, as a standard action, the headhunter can become nearly invisible for 12 seconds. The headhunter still makes noise and can affect the world normally if, for example, they step in a puddle. If the headhunter performs or is the successful target of any offensive action, the cloak is removed immediately afterward. A target attempting to avoid an invisible offensive action takes a -5 penalty to their avoidance/defense roll. An indirect offensive action, such as cutting a rope, does not count towards removing the cloak. Additionally while using natural camouflage the user no longer requires a hiding place to use Slip into the Shadows or Must Have Been an Alley Cat.

5. FORCE OF HABIT [ DAMAGE ]

Benefit: When performing a normal attack, the headhunter now has a chance to decapitate their target, if the target’s current HP is less than half their total HP. Regardless of the headhunter’s critical range, if the headhunter rolls a natural 20 on an attack roll, they may attempt to decapitate the target. A decapitation requires a success check which may have added circumstance bonuses or penalties; if successful the target immediately dies and cannot be revived by normal means. The only way a target can avoid being decapitated is to roll a natural 20 on their defense roll against the decapitation attack. Any nakama of the decapitated target who sees this happen must roll a will save vs DC of 15 + headhunter’s level. If they fail, they become frightened for 3 rounds.