Your whirlwind intensifies, trapping those who enter it.
Prerequisites
Character level 9th, Elemental Bloodline (Air Elemental), Airy Step, Whirlwind, bloodline level 3rd.
Benefit
The damage dealt by your whirlwind increases to 2d6.
Creatures your size or smaller can become trapped inside your whirlwind. If a creature enters a space occupied by your whirlwind, or if you move such that your whirlwind enters another creature’s space, that creature must make a Reflex save (DC 10 + 1/2 your bloodline level + the number of Elemental Feats you possess) or become trapped. A trapped creature is lifted into the air and Immobilized and takes damage from your whirlwind each round.
When you move, any trapped creatures move with you (ignoring the Immobilized condition), maintaining their position relative to you. This movement does not provoke attacks of opportunity, nor do you provoke attacks from creatures you move. Creatures trapped in the whirlwind cannot move except to go where you carry them or to escape the whirlwind (with a successful Reflex save).
Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Your whirlwind can have only as many creatures trapped inside at one time as will fit inside your whirlwind’s volume.
You can eject any trapped creature as a free action whenever you move, leaving them in their current space.