General | General (No Skill) | All Feats
Aftermath | Deviant

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


There is a Legacy version here.

PFS StandardWhispering Steps Feat 8

Mental Psychic 
Source Dark Archives (Remastered) pg. 27


Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry.
Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to Stride up to half its Speed in a direction of your choosing; as this is forced movement, you can't force the creature to move into hazardous terrain, off a ledge, or the like. After it moves, the creature becomes temporarily immune to this amp for 24 hours.

Traits

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Psychic:

This indicates abilities from the psychic class.