Magnetic Terror (Kaiju Archetype)

*A terrifying creature that consumes electromagnetism and creates EMP pulses, disorienting and feeding on other Kaiju as food sources, and marching across the planet to feed on power plants and naturally occurring magnetic poles.*

**Energy Resistant (Su)**:

The Kaiju feeds on the energy of creatures around it. At 3rd level it gains the resistance mutation against electricity damage, however the resistance is 10 and increases by another 10 at 6th level, and another 10 at level 9. The Kaiju can spend 1 mutation point to change the resistance to immunity. In addition it only costs 1 point to gain resistance to force damage, using the values above as well. **This replaces ferocity.**

**Healthy Creature (Ex):**

The Kaiju gains a bonus to it's strength and constitution (Or charisma if undead) instead of it's strength and dexterity. **This replaces Str/dex bons.**

**Repulsion Wave (Su):**

The Kaiju is a destructive beast that controls magnetism and consumes electromagnetic waves. The Kaiju's beam weapon becomes a repulsion ability. The range for this is 20 feet per hit dice the Kaiju possesses, and the Kaiju can lift objects made of, or coated in metal or that give off particularly powerful or notable electromagnetic waves such as other kaiju that harness powerful electrical powers. This can lift objects of up to small size at 1st level. At 3rd level it becomes medium size, 6th level it becomes large sized, 9th level it becomes Huge sized, 12th level it becomes gargantuan sized, and 15th level it becomes colossal sized. This effect works like telekinesis, however it has no weight limit, uses the Kaiju's normal base attack bonus and their constitution modifier as it's spell casting ability score. If this is used to strike a creature by throwing an object at it, the object does damage based on it's size.

This ability is treated for all intents and purposes as the Kaiju's beam weapon, and must wait the same amount of time between uses.

In addition to it's base effect, at 4th level when this ability is gained, as well as at 16th and 19th level, the Kaiju gains a secondary effect selected from the below list. If the ability refers to a saving throw of some sort, the DC is 10+ 1/2 the Kaiju's hit dice+ it's constitution modifier. **This replaces the Kaiju's Beam Weapon**

* Creatures that fail a fortitude save after being struck are knocked prone.
* Creatures that fail a fortitude save after being struck are staggered for 1d6 rounds.
* Creatures that fail a fortitude save after being struck are knocked back 5 ft per 10 damage they take.
* Creatures struck by the object thrown take damage as if it were one size category larger than it was. If a colossal object it deals 1d12 per level.
* You can target a creature with this ability and crush them with pure electromagnetic energy. This requires a fortitude saving throw. A failed saving throw results in 1d6 crushing damage per level. A successful saving throw halves the damage.
* Creatures that fail a fortitude save after being struck are treated as if their beam weapon, had just been used in the round. If it was already on cooldown, it adds 1/2 again as much time to it's cooldown length.
* Create the effects of a Call Lightning Storm spell instead.
* You gain an additional beam weapon with a separate cool down that can be used at the same time as your first or on different turns. This works like the normal Kaiju beam weapon, and it's initial damage must be electricity or force damage. They deal the same kind and amount of damage and both have and apply any secondary affects you have for your beam weapon. A creature takes a -4 penalty on its save per beam weapon that has already targeted it this turn from you, and any durations for secondary effects stack. If you have two beam weapons, you may make both as a standard action or one as a move action. If you have three, you may make all three as a full-round action, two as a standard action, or one as a move action. If you have four, you may make all four as a full-round action, three as a standard action, or two as a move action. Three is the maximum amount of times you may take this effect.

**EMP Feats (Ex):**

​The Kaiju gains the bonus feat Absorb Energy at 7th level, Beam Pulse at 12th level, and Greater Absorb energy at 17th levels. The energy absorption ability applies to electricity and force damage. When using the Beam Pulse ability, it targets all creatures within 30 feet with it's repulsion wave instead of a beam weapon. **This replaces the Kaiju's usual bonus feats.**

**Stormfeeder (Su):**

Starting at 11th level, The Kaiju gains the Kaiju feat Beam Death throes.  Whenever the Kaiju activates it's absorb energy ability, it gains temporary hitpoints equal to the damage dealt if the damage goes beyond it's maximum hitpoints instead of the excess being lost. These temporary hitpoints stack with themselves. This lasts for 1 minute per level. In addition, it gains an Electromagnetism threshold (referred to as its EMT). This amount is equal to 1/4 the Kaiju's total base hitpoints without any additional modifiers. If the Kaiju is within 30 feet of an area of great electricity, or electromagnetism, it gains fast healing 10 which can also heal and grant it temporary hitpoints.

Every time the Kaiju gains enough temporary hitpoints to pass it's EMT it increases in size by 1 category and gains a +4 bonus to strength and constitution.  This effect stacks with it's self infinitely, however if the Kaiju gains a number of temporary hitpoints equal to it's base, unmodified hitpoints, it must make a fortitude saving throw for every point beyond with a save DC of 10+ total number of hit points beyond twice the maximum (For example, if the Kaiju has 300 hp and 340 temporary hitpoints, it must make a fortitude save DC: 50). On a failed saving throw the creature explodes and triggers it's death throes, applying 1/2 of it's temporary hitpoints to damage dealt from the death throes. At any point, the Kaiju can sacrifice any amount of it's temporary hitpoints to apply half of the amount sacrificed to the damage of it's next attack roll, beam weapon attack, or use of repulsion wave. If this lowers it below it's threshold at all it shrinks back down by one size category.

As a standard action, it can target A kaiju with a beam weapon or powerful energy source of some kind and can begin absorbing this energy. The object or creature must succeed at a fortitude saving throw of the same DC as it's Repulsion wave or suffer any secondary effects of the wave. Objects or buildings targeted that are electronic that fail their saving throw are treated as if in the spell Anti-Tech Field permanently unless deemed to be extremely technologically advanced. This does not effect objects entering the area after it is used. If this ability was used on a spell or storm, it works like greater dispel magic to end the effect. Using this ability can be part of the beam pulse attack, targeting all things within 30 feet of the Kaiju instead of a single creature.  If the creature, object, or spell fail it's saving throw or are dispelled, you gain one of the following.

* Fast healing increases to an amount equal to half the hit dice of the creature, building, or equal to the spell's effect for one round per level.
* You heal a number of hitpoints equal to 1d6 per hit die of the creature, building, or spell effect. Any hitpoints in excess of your maximum are gained as temporary hitpoints.
* Effect the targeted creature with the expend spell. The Creature's class features, items, and beam weapons are all viable for this and you can expend one use for every 5 levels you possess.
* End the cool down time of your breath weapon or repulsion wave.

This ability works similarly to a beam weapon, and has a cooldown time of 4 rounds, but has a separate duration than the actual beam weapon or repulsion wave effect. **This replaces the 11th level recovery ability.**