Totems

Totems (Su):

All Shamans are able to summon totems, small, translucent figurines of spiritual significance to that particular Shaman. Calling a totem into being is a swift action, and the totem appears adjacent to the Shaman. A totem is not truly real, and does not impede movement in any way. A Shaman may only have one totem of each element called at one time; summoning a new totem of the same element immediately destroys the previous totem.

Totems have 1 HP and AC 10. A totem reduced to 0 hp or lower vanishes instantly. Totems do not take damage from area of effect attacks. Totems are treated as objects for the purpose of determining which effects can affect them, but are metaphysical incarnations, and as such have no weight, and cannot be moved from the location in which they are summoned.

FIRE

Fire Elemental Totem: The Shaman summons a Fire Elemental Totem, which summons a Fire Elemental with HD equal to the Shaman's class level -1 (minimum of 1HD) to protect him. The elemental may range anywhere within 100 feet of its totem, but cannot travel further than this. If either the elemental or its totem is destroyed, the other is destroyed as well. The Fire Elemental Totem persists for 2 minutes before vanishing.

Summoning a Fire Elemental Totem consumes 23 mana. The Shaman may only summon one Fire Elemental Totem per day.

Will of Fire Totem: The Shaman summons a will of fire Totem, which increases the hitpoint damage of all spells, spell-like abilities, and supernatural abilities used by allies within 40 feet of it by an amount equal to 1/3 the Shaman's class level, rounded up. The will of fire Totem persists for 5 minutes before vanishing.

Summoning a will of fire Totem consumes 11 mana.

Flametongue Totem (Ive been updated to proper format)

Nei [Fire, Totem]

Components: V, S

Casting Time: 1 standard action

Range: 20 ft.

Target: 20 ft.-radius emanation centered on the totem

Duration: 1 round/shaman level

Saving Throw: Will negates (harmless)

You enchant your weapon and those of all allies in range with flame, causing them to deal an extra 1d6 points of fire damage on successful hits. On successful critical hits, they explode with flame, dealing an additional 1d10 points of extra fire damage (or 2d10 if the weapon’s critical modifier is x3; or 3d10 if the weapon’s critical modifier is x4).

Summoning a Flametongue Totem costs 21 Chakra.

Magma Totem: The Shaman summons a Magma Totem, which deals 1 fire damage per Shaman level to all enemies within 10 feet of it at the end of each of the Shaman's turns. The Magma Totem persists until the end of the fourth turn in which it is summoned.

Summoning a Magma Totem consumes 18 mana.

Searing Totem: The Shaman summons a Searing Totem, which flings a small gout of fire as a ranged touch attack at an enemy within 20 feet of itself at the end of each of the Shaman's turns. The totem uses the Shaman's base attack bonus and either Dexterity or Wisdom modifier, whichever is higher, to determine its attack bonus. The fire damage dealt is equal to 1/2 the Shaman's class level, rounded up. The Searing Totem lasts for one minute before vanishing.

Summoning a Searing Totem consumes 5 mana.

EARTH

Earthbind Totem: The Shaman summons an Earthbind Totem, which quadruples the amount of movement required for enemies to move through the area 10 feet around it. The Earthbind Totem persists for 8 rounds before vanishing.

Summoning an Earthbind Totem consumes 5 mana.

Earth Elemental Totem: The Shaman summons an Earth Elemental Totem, which summons an Earth Elemental with HD equal to the Shaman's class level -1 to protect him. The elemental may range anywhere within 100 feet of its totem, but cannot travel farther than this. If either the totem or the elemental is destroyed, the other is destroyed as well. The Earth Elemental Totem persists for two minutes before vanishing.

Summoning an Earth Elemental Totem consumes 24 mana. The Shaman may only summon one Earth Elemental Totem per day.

Stoneskin Totem:

The Shaman summons a Stoneskin Totem, which grants DR/- equal to 1/3 the Shaman's class level, rounded up, to all allies within 30 feet. The Stoneskin totem persists for 5 minutes before vanishing.

Summoning a Stoneskin Totem consumes 10 mana.

Strength of Earth Totem:

The Shaman summons a Strength of Earth Totem, which grants an enhancement bonus to Strength and Dexterity equal to 1/3 the Shaman's class level, rounded up, to all allies within 40 feet of it. The Strength of Earth Totem persists for 5 minutes before vanishing.

Summoning a Strength of Earth Totem consumes 10 mana.

WATER

Disease Cleansing Totem (Ive been updated to proper format)

Nei [Totem, Water]

Components: V, S

Casting Time: 1 standard action

Range: 20 ft.

Target: 20 ft.-radius emanation centered on the totem

Duration: 1 round/shaman level

Saving Throw: Fortitude negates (harmless)

At the beginning of each round, this totem cures all diseases that any allies within its range may be suffering from. It also kills parasites, though certain special diseases may not be countered by this effect.

Summoning a Disease Cleansing Totem costs 21 Chakra.

Elemental Resistance Totem:

The Shaman summons an Elemental Resistance Totem, which grants resistance to all energy types equal to 1/3 the Shaman's class level, rounded up, to all allies within 30 feet. The Elemental Resistance Totem persists for 5 minutes before vanishing.

Summoning an Elemental Resistance Totem consumes 8 mana.

Healing Stream Totem:

The Shaman summons a Healing Stream Totem, which heals the most injured ally within 30 feet of itself for an amount equal to 1/3 the Shaman's class level at the end of each of his turns. The Healing Stream Totem persists for 5 minutes before it vanishes.

Summoning a Healing Stream Totem consumes 3 mana.

Totem of Tranquil Mind:

The Shaman summons a Totem of Tranquil Mind, which allows all allies within 30 feet of it to cast spells and spell like abilities without provoking attacks of opportunity. The Totem of Tranquil Mind persists for 5 minutes before vanishing.

Summoning a Totem of Tranquil Mind consumes 8 mana.

Mana Tide Totem: The Shaman summons a Mana Tide Totem, which grants temporary mana equal to five times the Shaman's Wisdom modifier to all allies within 60 feet of the totem. The totem lasts for three rounds or until destroyed, at which point the temporary mana vanishes. Temporary mana is consumed before normal mana.

A Mana Tide Totem is a water totem that has no cost to summon.

Mana Tide Totem may be used once per encounter.

WIND

Grounding Totem:

The Shaman summons a Grounding Totem, which redirects the next harmful single-target spell cast at an ally within 20 feet of it to itself, destroying the totem. The Grounding Totem persists for 8 rounds before vanishing.

Summoning a Grounding Totem consumes 5 mana. A Grounding Totem may be summoned every three rounds.

Windfury Totem:

The Shaman summons a Windfury Totem, which grants a bonus to hit equal to 1/4 the Shaman's class level, rounded up, to all allies within 40 feet. The Windfury Totem persists for 5 minutes before it vanishes.

Summoning a Windfury Totem consumes 11 mana.

LIGHTNING

Lightning Quickness Totem (Ive been updated to proper format)

Nei [Lightning, Totem]

Components: V, S

Casting Time: 1 standard action

Range: 20 ft.

Target: 20 ft.-radius emanation centered on the totem

Duration: 1 round/level

Saving Throw: Fortitude half (harmless)

The totem emanates the power of the spirits of the thunderin all directions. You and all allies within the area gain a +4 enhancement bonus to Dexterity.

Summoning a Lightning Quickness Totem consumes 18 Chakra.

ADVANCED

Advanced element totems are also theorized to exist but none are documented.