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PFS StandardVexing Tempest [one-action] Feat 12

Air Archetype Spellshape 
Source Tian Xia Character Guide pg. 117

Your familiar channels elemental air around it to unleash a disruptive gust that sends creatures flying. If the next action you use is to Cast a Spell that has the air trait, all creatures within a 15-foot emanation of your familiar must attempt a Reflex save against your spell DC or be pushed 10 feet away. On a critical failure, they’re also knocked prone.

Traits

Air:

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.

Archetype:

This feat belongs to an archetype.

Spellshape:

Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.