Focus

PFS StandardHarmonize Self  [one-action] Focus 2

Uncommon Concentrate Focus Healing Monk Vitality 
Source Player Core 2 pg. 257
You heal yourself in one of the following ways, chosen by you when you cast the spell.
  • You regain 8 Hit Points.
  • You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.

Heightened (+1) If you choose to regain Hit Points, the Hit Points regained increase by 8.

PFS StandardQi Blast  [one-action] to [three-actions] Focus 3

Uncommon Concentrate Focus Force Manipulate Monk 
Source Player Core 2 pg. 256
Area 15-foot cone or more
Defense Fortitude
You unleash your qi as a powerful blast that deals 2d6 force damage. If you use 2 actions to cast qi blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast qi blast, increase the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet.
Critical Failure The creature takes double damage and is pushed 10 feet.
Heightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.

PFS StandardWind Jump  [one-action] Focus 5

Uncommon Air Concentrate Focus Monk 
Source Player Core 2 pg. 257
Duration 1 minute
You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.
Heightened (6th) At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall.