Wild Winds StanceFocus 4
Source Pathfinder Player Core 2
Cast

Duration until you leave the stance
You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed Strikes as ranged Strikes against targets within 30 feet. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes ignore Concealment and all cover.
While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks.
Stance: Wild Winds Stance
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AirEffects 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.
FocusFocus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Pointsโyou can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
ManipulateYou 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.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.