You can create permanent totems.
Prerequisite: Caster level 3rd.
Benefit: You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price in experience points and use up raw materials costing 1/2 of this base price.
When you craft a totem, you make any choices that you would normally make when casting the spell.
Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem.
A totem is a small wooden object, usually painted with fearsome voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem's magic activates, just as if you had cast the spell. The magical effect stops when the spell's duration expires. The totem can be used only once.
Your totems can twist, jump and dodge in place.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability.
Normal: Totems have a base AC of 7. As immobile objects, they cannot make Reflex saves.
Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases by +2, and the totem receives a +2 bonus on Reflex saves.
If you take this feat twice, totems you create have improved evasion, which means that they take no damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail.
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