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Wild Winds Gust Two ActionsFeat 14


AirConcentrateEvocationManipulateMonk
Source Pathfinder Core Rulebook
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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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 magical connection to that element.

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.

Monk

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.