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PFS StandardWild Winds Gust [two-actions] Feat 14

Legacy Content

Air Concentrate Evocation Manipulate Monk 
Source Core Rulebook pg. 165 4.0
Prerequisites Wild Winds Initiate
Requirements You are in Wild Winds Stance.

You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.

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.

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Evocation:

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.