CIRCLING VULTURE
The Circling Vulture discipline is rumored to have been developed by one of the flying races and, as such, some of its maneuvers are best used by those capable of flight, In it's current form, the discipline emphasizes reducing an enemy's means of fighting back and then striking quickly and decisively. It has become common among both criminals and officers of the peace as both have the need to relieve others of things their weapons or, in the first case, property. The discipline's associated skill is Sleight of Hand and its weapons are the claw, nunchaku, sai, unarmed strike, and whip.
BARE TALONS
Circling Vulture (Boost)
Level: Soldier 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Draw a hidden weapon as a swift action or make a sleight of hand check to hide a held weapon on your body as a swift action.
CIRCLING CHARGE
Circling Vulture (Strike)
Level: Soldier 3, Mercenary 3
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. You may turn up to 90 degrees once during the charge. If the charge attack hits, you deal an additional 10 damage. If you initiate this maneuver while flying, the charge is considered a dive attack, even if it does not meet the normal movement requirements. and, as such, deals double damage.
COMPLETE THEFT
Circling Vulture (Strike)
Level: Soldier 4, Mercenary 4
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 full-round action
Range: Disarm attack
Target: One creature
This maneuver functions like Single Theft except as noted here. You make a separate disarm attempt at your full base attack bonus at each weapon held by the enemy and you may have each weapon land in a different square within 10 feet. If disarming with an unarmed strike, you may retain posession of either weapon.
DISTRACTING BLADE
Circling Vulture (Stance)
Level: Soldier 5, Mercenary 5
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a dodge bonus to your AC equal to the enhancement bonus of a weapon, but not a shield, you wield. If you have two weapons, use the higher of the two values.
LEARNING TO FLY
Circling Vulture (Stance)
Level: Soldier 8, Mercenary 8
Prerequisite: 3 Circling Vulture maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
If you do not already have a fly speed, you gain one equal to your base land speed. Your maneuverability is based on your Dexterity score as shown below. This aspect of the stance is a supernatural ability.
{table=head]Dexterity|Maneuverability
10 or less|poor
11 - 16|average
17 - 22|good
23 or more|perfect
[/table]
If you already have a fly speed, increase your fly speed by your average land speed and increase your maneuverability by two categories. This aspect is not supernatural.
LIGHT ON YOUR FEET
Circling Vulture (Stance)
Level: Soldier 1, Mercenary 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a 10-ft enhancement bonus to your fly speed, if you have one, and a +5 bonus on all Jump checks.
MASSIVE THEFT
Circling Vulture (Strike)
Level: Soldier 9, Mercenary 9
Prerequisite: 4 Circling Vulture maneuvers
Initiation Action: 1 full-round action
Range: Disarm attack
Target: All creatures in range
This maneuver functions like Single Theft, except as noted here. You make a single disarm attempt at your full base attack bonus against each enemy within your weapon range. You may have each weapon you disarm in this way land anywhere within 10 feet of the oppoent that wielded it or. If disarming with an unarmed strike, you may instead maintain posession of any one weapon you disarmed.
PAINFUL THEFT
Circling Vulture (Strike)
Level: Soldier 3, Mercenary 3
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 standard action
Range: Disarm attack
Target: One creature
You strike both weapon and arm, the pain forcing your opponent's weapon to leap from his grasp. This maneuver functions like Single Theft, except as noted here. If you successfully disarm the opponent, they take 1d6 damage +1 point per initiator level and you may have the weapon land anywhere within 10 feet of the enemy instead of in an adjacent space.
SCENT OF BLOOD
Circling Vulture (Boost)
Level: Soldier 6, Mercenary 6
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
When you initiate this maneuver, you can see creatures through normal and magical darkness, see the exact locations of creatures or objects under blur or displacement effects, and see invisible creatures normally. This effect lasts until the end of your current turn.
This maneuver is a supernatural effect.
SINGLE THEFT
Circling Vulture (Strike)
Level: Soldier 1, Mercenary 1
Initiation Action: 1 standard action
Range: Disarm attack
Target: One creature
As part of this maneuver, you make a disarm attempt against an opponent, but you do not provoke attacks of opportunity, and your opponent cannot try to disarm you if you lose the opposed check. You gain a +4 bonus on your attack roll to disarm the opponent. If you succeed in disarming your foe, you may have the weapon land in any space adjacent to the enemy. You may choose to have the weapon land in an adjacent space even if you are disarming them with an unarmed strike.
STICKY FINGERS
Circling Vulture (Stance)
Level: Soldier 3, Mercenary 3
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a +1 bonus on attack rolls made to disarm an opponent and this bonus increases by half your initiator level, rounded down, when you are fighting defensively or using the Combat Expertise feat.
STRONG ARM THEFT
Circling Vulture (Strike)
Level: Soldier 7, Mercenary 7
Prerequisite: 3 Circling Vulture maneuvers
Initiation Action: 1 full-round action
Range: Disarm attack
Target: One or two creatures in range
This maneuver functions like Painful Theft except as noted here. You make separate disarm attempts at your full base attack bonus targeting two weapons within your range; either two weapons held by the same opponent or one weapon each held by two opponents. Each time you successfully disarm an opponent, he takes 6d6 damage and you may have the weapon land anywhere within 10 feet of that opponent, even if disarming with an unarmed strike.
STUNNING THEFT
Circling Vulture (Strike)
Level: Soldier 5, Mercenary 5
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 standard action
Range: Disarm attack
Target: One creature
You knock an opponent's weapon into his head as you relieve him of it. This maneuver functions like Painful Theft except, if the opponent is disarmed, the damage dealt is 3d6 +1 point per initiator level and he must succeed on a Fort save (DC = damage done) or be stunned for one round.
TALON STRIKE
Circling Vulture (Strike)
Level: Soldier 2, Mercenary 2
Initiation Action: 1 standard action
Range: Weapon range
Target: One creature
As part of this maneuver, you attack with up to three of your natural weapons against one opponent. All attacks must be against the same opponent and you take a -2 penalty on all of the attack rolls. If the first or second strike reduces the opponent to -1 or fewer hit points, you may not make the remaining attacks. If you initiate this maneuver while flying, double the threat range of the natural weapons you use as if they had the keen weapon property.
TALON STRIKE, GREATER
Circling Vulture (Strike)
Level: Soldier 4, Mercenary 4
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 standard action
Range: Weapon range
Target: one creature
This maneuver functions like Talon Strike, except that you may attac with all your natural weapons and the penalty on attack rolls is reduced to -1.
VULTURE DASH
Circling Vulture (Strike)
Level: Soldier 6, Mercenary 6
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 full round action
Range: Weapon range
Target: One creature
As part of this maneuver, you make a charge attack against an opponent. Instead of making a single attack, you may make a full attack, including a bite attack (damage d8+STR). The bonus on attack rolls granted by the charge applies to all attacks. If you initiate this maneuver while flying, it is considered a dive attack even if it does not meet the movement requirements and, as such, all attacks deal double damage.
WEAPON CRUSH
Circling Vulture (Counter)
Level: Soldier 8, Mercenary 8
Prerequisite: 3 Circling Vulture maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
If your opponent strikes you on his turn, you can replace your AC with a Sleight of Hand check with a bonus equal to your Strength modifier as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent's attack (but after the attack is declared). Your Sleight of Hand check applies to only one attack. You must not be flat footed and be aware of the attack to use this maneuver. If your opponent misses, the opponent is disarmed and you may attempt to sunder the weapon without provoking an attack of opportunity.
WEAPON LOCK
Circling Vulture (Counter)
Level: Soldier 2, Mercenary 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent misses you with a melee attack. As part of this maneuver, you may make a sleight of hand check (DC = the enemy's attack roll). If the check succeeds, the opponent is disarmed of this weapon and, if you have at least one free hand, you may hold it in that hand. Add 4 to the DC if the weapon in question is a two-handed weapon and another 4 for each size category the opponent is larger than you. If the weapon being disarmed is attached to a locked gauntlet, increase the DC of the check by 10.
WEAPON TRAP
Circling Vulture (Counter)
Level: Soldier 5, Mercenary 5
Prerequisite: 2 Circling Vulture maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You may initiate this maneuver whenever an opponent strikes you on his turn. As an immediate action, you may replace your AC with the result of a Sleight of Hand check. You must decide whether to initiate this maneuver before you know the result of your opponent's attack (but after the attack is declared). Your Sleight of Hand check applies to only one attack. You must not be flat footed and be aware of the attack to use this maneuver. If your opponent misses, he can make no more attacks with that weapon this round.
WHAT IT TAKES TO SURVIVE
Circling Vulture (Boost)
Level: Soldier 4, Mercenary 4
Prerequisite: 1 Circling Vulture maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may initiate this maneuver whenever you reduce a living opponent within your natural reach to -1 or lower hit points. You draw strength from their death and heal 2d6 points of damage and +1 point per initiator level (maximum +15).