Kaiju Feats

***Ability Increase:***

Prerequisites: Kaiju level 5

Benefit: Select a single ability score. You gain a bonus to that ability score equal to ½ of the bonus granted by the Strength and Dexterity bonus from leveling up as a Kaiju.

*Special:* This can be selected twice, choosing a different ability score each time.

***Improved Ability Increase:***

Prerequisites: Kaiju level 10

Benefit: The ability score selected for the Ability Increase feat gains a bonus equal to the bonus granted by the Strength and Dexterity bonus ability instead of half.

*Special:* This can be selected twice, choosing a different ability score each time.

***Absorb Energy:***

Prerequisites: Kaiju, 12 HD

Benefit: Choose a single energy type you are resistant or immune to. Damage blocked by this resistance or immunity instead heals you an amount equal to the damage dealt. Hit points gained in excess of your normal maximum are lost. You cannot gain healing from energy effects generated by yourself.

***Improved Absorb Energy:***

Prerequisites: Kaiju, Absorb Energy, 16 HD

Benefit: You instead absorb the energy of all types you are resistant or immune to. You may absorb only one kind of energy in this manner in a round. The first type of energy that affects you in a round (whether or not it penetrates your immunities or resistance to actually damage you) sets the type of energy you absorb for that round. Alternatively, if you have spell resistance you may choose to only absorb magic. When a spell or spell-like ability fails to overcome your spell resistance, it is wholly or partially absorbed by the kaiju. If the spell was an area-effect spell or targeted more than just you, it functions normally against other targets and you regain a number of hit points equal to double the spell’s level. If the spell targeted only you, you absorb the entire spell and regain a number of hit points equal to 10 × the spell’s level. Hit points gained in excess of your normal maximum are lost. You cannot gain healing from energy or spell effects generated by yourself.

***Alternate Form:***

Prerequisites: None

Select a single Kaiju Base Form other than the one you already possess. As a standard action, you can transform yourself and assume that base form instead of the one you began with. You can select mutations available only in that form, however you can only access them while in that form.

***Improved Alternate Form:***

Prerequisites: Alternate Form

Benefit: Whenever you select this feat, you can re-allocate up to 5 of your mutation points. These mutations are only available when in the alternate form, and you must select them upon taking this feat. These can be changed whenever you gain a new level. (For example, if you are bipedal, and have Slam (1), Improved damage (1), Fire immunity (2), and a Tentacle (1) you can switch out those mutations for another form to be Serpentine, Bite (1), Improved damage (1), Ice immunity (2), and Reach (1)). This feat can be selected twice, every time re-allocating 5 more points for use in another form.

***\*Beam Clash (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 10 HD

Benefit: You may ready an action to counter a Beam Weapon with your own. Your beam weapon must not be on cooldown to use this. When a Kaiju within range of your beam weapon uses their beam weapon and you would be targeted by it, you roll your damage against theirs. Your damage reduces theirs on a 1 to 1 ratio. Whichever Kaiju deals less damage takes the remainder (and any secondary effects) with no save.

***\*Improved Beam Clash (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Beam Clash, 14 HD

Benefit: You may use beam clash as an immediate action instead of a readied action. Your beam weapon must not be on cooldown to use this.

***\*Multi-Beam Clash (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Beam Clash, Improved Beam Clash, 18 HD, at least two beam weapons.

Benefit: You may utilize your extra beam weapons when making a beam clash to overpower your opponent. You can expend your extra beam(s) to add half the damage it would normally deal to your first beam. Doing so increases the cooldown time of your beam weapons by 2 rounds.

***Beam Eruption (Beam Weapon):***

Prerequisite: Beam weapon that deals energy damage, Burrow speed, Kaiju level 10.

Benefit: Up to three times per day, and only when the Kaiju's beam weapon is available, as the Kaiju emerges onto the surface of terrain after burrowing, he does so with an explosion of energy and dust. All creatures within a number of feet of the Kaiju equal to 30+ their burrow speed when he bursts out of the ground in this manner take the Kaiju's beam weapon damage. Medium or smaller creatures in this area are knocked prone. With a successful DC Reflex save, creatures take half the damage and negate being knocked prone, but a creature that takes any damage from this eruption is subjected to the Kaiju's energy burn ability if it possesses it. In addition, the eruption creates a cloud of dust in the area of effect; this cloud of dust lingers in the area for 1 minute, obscuring vision as per obscuring mist. Using this feat increases your beam weapon's cooldown by 2 rounds.

***Beam Monsoon (Beam Weapon):***

Prerequisite: Beam weapon that deals energy damage, fly speed, Kaiju level 10.

Benefit: Once per day as the Kaiju moves at full speed while flying, it can rain down a torrential storm of energy, damaging any target up to 150 feet below him. All targets the kaiju passes over in flight take The Kaiju's beam weapon damage. A Reflex save halves the damage as usual. Any creature that takes any damage from this attack is subjected to the Kaiju's Energy burn ability if it possesses it. The area affected by the monsoon continues to burn for 1 minute—any creature that begins its turn in this area takes 4d6 points of damage of the same energy type. This increases the beam weapon’s cooldown by +1 round and it can only be used when the beam attack isn’t on cooldown.

\****Beam Pulse (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 8 HD

Benefit: Your beam weapon may instead be used as a 30 ft radius burst centered on yourself. This doubles the cooldown time of your beam weapon.

***\*Beam Death Throes (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Beam Pulse

Benefit: When you are killed, your Beam Weapon Pulse automatically triggers even if it was on cooldown.

***\*Monster Reborn (Beam Weapon):***

Prerequisites: Kaiju, Recovery, Beam Pulse, Beam Death Throes

Benefit: Once per day for every 5 levels you possess, you can use your recovery ability to gain another saving throw against an instantaneous effect instead of an ability with a duration. In addition, if you activate your 20th level recovery ability, you can choose to instead immediately activate your beam death throes ability, even if it should be on cooldown. This deals an additional 50% damage, and the burst radius is 60 feet instead of 30, and the Kaiju’s body is completely consumed in the blast. 1 hour after the Kaiju Is killed through this, it Is affected by a Resurrection spell, recovering at 50% of it’s health.

\****Beam Specialist (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 8 HD

Benefit: You gain an additional secondary effect for your beam weapon.

Special: You may gain this feat a maximum of four times, once for every 4 HD above 8 (12, 16, and 20).

***Corrosive Beam (Beam Weapon):***

Prerequisite: Acid damage Beam Weapon, Kaiju level 10

Benefit: Your acidic beam sticks to creatures and eats through their flesh. Creatures that fail their saving throw vs. the beam weapon takes 1d6 acid damage for every 5 levels you possess (Max 4d6) every round for 1 round per 4 levels (Max 5 rounds). If the Kaiju possesses the swallow whole ability, the acid damage from swallow whole is added to this damage as well.

***Enchanted Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 10 HD

Benefit: You can apply a single +1 enchantment to your beam weapon. This enchantment must be selected when you take this ability, and it triggers when a creature takes damage. On enchantments that only trigger when a critical hit is landed, it only triggers when the enemy critically fails its saving throw.

Special: This can be taken multiple times, each time adding a new +1 enchantment to your beam weapon, or changing the original and increasing the enchantment by +1, maximum of +5. (For example, if selected 4 times, you could have four +1 enchantments, two +2 enchantments, or one +4 enchantment).

***Extinction Beam (Beam Weapon):***

Prerequisite: Kaiju Level 10

Benefit: You can cause creatures that you strike with your beam weapon to go extinct. Up to 4 times per day, Creatures who fail their saving throw against the Kaiju's beam weapon suffer 1d6 dexterity damage and suffer from a -10 penalty to their move speed as they're partially turned to stone, This move speed penalty lasts for 1 round per level. If effected additional times, the effects stack up to -40 move speed. If this drops a creature's dexterity to 0 they are effected by flesh to stone with no saving throw.  This increases the cooldown of the beam weapon by +1 round.

***\*Forceful Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 8 HD

Benefit: Choose a single ability score. You add twice that ability score's modifier to your beam weapon's damage. If you have multiple beam weapons, you add only the ability modifier, and if you have the ranged attack effect, it adds 1/2 the ability modifier.

***\*Beam Weaponry (Beam Weapon):***

Prerequisites: Beam Weapon, Forceful Beam

Benefit: By increasing your beam weapon’s cooldown by +2 rounds, you can apply the damage of one of your weapons to your beam weapon whenever you fire it. This damage is as if you struck with that weapon, however you do not apply any ability modifiers. If the creature avoids the damage from the beam weapon this damage is also avoided, or cut in half. If the weapon is a gun or has a number of charges or shots that it costs then it expends a normal number of them. If you have multiple beam weapons, you add only the ability modifier, and if you have the ranged attack effect, it adds of the weapon’s damage.

***Gravity Beam (Beam Weapon):***

Prerequisite: Electricity Beam Weapon, Kaiju level 10

Benefit: Whenever you use your beam weapon, you effect targets with a reverse gravity spell in addition to the beam weapon’s normal effects. This reverse gravity effect lasts until the beginning of your next turn. Alternatively when using your breath weapon, you can forego the effects of the beam weapon and instead use the Telekinesis spell, with a caster level of your normal beam weapon save DC.

***Ice Age Beam (Beam Weapon):***

Prerequisite: Cold damage Beam Weapon, Kaiju level 10

Benefit: Your beam weapon causes heavy snow to fall in the area of effect. This heavy snow effects the entire area of the beam weapon, and obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, whereas creatures farther away have total concealment. The snow is stationary, and it cannot be removed by wind. In addition, the ground in the area of effect is treated as difficult terrain for the duration and as being very slippery for the purposes of Acrobatics and Climb skill checks. Creatures in the area of effect takes 2d6 points of cold damage each round at the end of its turn for 1 round per 4 levels.

***Implosion Cannon Beam (Beam Weapon):***

Prerequisite: Force Beam Weapon, Kaiju level 12

Benefit: Three times per day, Whenever you use your beam weapon, you can instead cast the spell Implosion on creatures within the effect for 1 round. Creatures that fail their saving throw are also pulled to the centermost point of the beam weapon and are knocked prone. This increases the duration of the beam weapon’s cooldown by +2 rounds.

***Improved Beam Cooldown (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature

Benefit: The cooldown time of your beam weapon is lessened by one round.

Special: You may select this feat multiple times. Its effects do not stack. Each time you take it, apply it to another one of your beam weapons.

***Infestation Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Insect/Pest/Vermin themed Kaiju

Benefit: Whenever you use your Beam weapon, you also create a swarm of insects as per the spell Vomit Swarm. This swarm can be summoned anywhere within the area of the beam weapon. At 10th level This instead becomes the spell Creeping Doom, summoning 4 swarms, or the spell Wasp Swarm. These spells use your saving throw for your beam weapon for their save DC's. This only applies to one of your beam weapons if you possess more than one.

***Lightspeed Beam (Beam Weapon):***

*Your beam attack strikes at the speed of light, and they can't react fast enough to evade.*

Prerequisites: Kaiju, Beam Weapon feature

Benefit: The saving throw for your beam attack becomes a fortitude save instead of a reflex saving throw.

***Lingering Beam (Beam Weapon):***

*You can cause your beam to cling to the area it effects, dealing damage over time.*

Prerequisites: Kaiju, Beam Weapon feature

Benefit: When you use your beam weapon, you may increase the cooldown by two rounds. If you do so, the area the beam effected stays partially affected, dealing half damage again every round at the start of your turn to any creature in the area, and to any creature that enters the area. This lasts 1 round+1 round/4HD.

***Metamagic Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, at least one metamagic feat, 10 HD

Benefit: You can apply metamagic feat(s) to your beam weapon by increasing the cooldown duration by their spell level increase.

***Mind Rending Beam (Beam Weapon):***

*Your beam attack impacts a creature's mind more than its body.*

Prerequisites: Kaiju, Beam Weapon feature

Benefit: The saving throw for your beam attack becomes a will save instead of a reflex saving throw.

***Mystic Beam Weapon (Beam Weapon):***

Prerequisites: Beam Weapon, Kaiju level 6

Benefit: You can select a single spell of 3rd level or lower. Whenever you use your beam weapon, you can choose for it to function as this spell instead, following all of the usual rules for the spell.

***Improved Mystic Beam Weapon (Beam Weapon):***

Prerequisites: Mystic Beam Weapon

Benefit: Select a spell of 5th level or lower. You can use this in addition to the 3rd level spell and the normal beam effects now. You must choose one at a time to use.

***Greater Mystic Beam Weapon (Beam Weapon):***

Prerequisites: Improved Mystic Beam Weapon, Mystic Beam Weapon

Benefit: Select a spell of 7th level or lower. You can use this in addition to the 3rd and 5th level spells, and the normal beam effects now. You must choose one at a time to use.

***Oxygen Destroyer Beam (Beam Weapon):***

Prerequisite: Disintegration Beam Weapon, Kaiju level 10

Benefit: Three times per day, whenever you use your breath weapon, you effect creatures struck with a Suffocation spell upon a failed saving throw, In addition it deals 1d4 constitution (or charisma damage if the creature has no Con) to creatures that fail their saving throw as well. This can effect creatures with oxygen in their bodies, such as undead, even if they do not need to breathe. Creatures that succeed in their saving throw are staggered for 1 round if they take partial damage, if all damage is avoided however it does nothing. This increases the duration of the beam weapon’s cooldown by +2 rounds.

***\*Powerful Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Con 25 (or charisma, if no con), 10 HD

Benefit: Your beam weapon deals d8's instead of d6's. If you have multiple beam weapons, it only applies to one.

Special: You may take this feat multiple times. Its effects do not stack. Each time, it applies to a different beam weapon.

***\*Improved Powerful Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Powerful Beam, Con 35 (or charisma, if undead), 16 HD

Benefit: Your beam weapon deals d10's instead of d8's. If you have multiple beam weapons, it only applies to one.

Special: You may take this feat multiple times. Its effects do not stack. Each time, it applies to a different beam weapon.

***\*Greater Powerful Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, Powerful Beam, Con 45 (or charisma, if undead), 20 HD

Benefit: Your beam weapon deals d12's instead of d10's. If you have multiple beam weapons, it only applies to one.

Special: You may take this feat multiple times. Its effects do not stack. Each time, it applies to a different beam weapon.

***\*Split Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, additional damage type secondary effect

Benefit: You may choose to reduce the damage dice of your beam weapon by half to reduce the cooldown time by half.

Special: If you deal two energy types on your beam weapon, you may either deal only one or deal half damage of both.

***Shin-Kaiju Beam (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 10 HD

Benefit: You may choose to double your beam weapon cooldown time to use it as a full round action as a cone, and then as a swift action as a line. The line must pass through the area of the cone. Creatures in the area of the cone take a -8 penalty on their save against the line.

***Branching Adaptation:***

Prerequisites: Kaiju, must possess Class Kaiju Specialization

Benefit: The Kaiju selects an additional class. When gaining class features from it's specialization, the Kaiju can select either of these classes to gain these powers, similarly to multi-classing.

***Skilled Adaptation:***

Prerequisites: Kaiju, must possess Class Kaiju Specialization, 10 HD

Benefit: The Kaiju gains class features of one additional level of the class they selected.

Special: This feat can be taken twice. Its effects stack.

***Improved Skilled Adaptation:***

Prerequisites: Kaiju, Skilled Adaptation (twice), must possess Class Kaiju Specialization, 10 HD

Benefit: The Kaiju gains the class features from 1 prestige class of their choice, as if they gained a level in it. This must be a prestige class they qualify for from their previous class.

Special: This feat can be taken twice. Its effects stack.

***\*Cyber Enhancement:***

Prerequisites: None

Benefit: Select a single technological item from the Technology guide. You gain this item as an additional relic. If you are a Mech Pilot this can be treated as one of your construct implants.

*Special:* This can be selected up to three times, but only once for every 5 levels you possess.

***Evolving Titan:***

Prerequisites: Kaiju, 8 HD

Benefit: Select another race with 20 RP or less and gain its abilities.

***Force Recharge (Beam Weapon):***

Prerequisites: Beam Weapon

Benefit: You can choose to take 1d4+1 constitution damage to immediately recharge your breath weapon regardless of how long it should take you to regain it. If you do not possess a constitution modifier, you take that much damage to whatever ability score grants you additional hit points. If none apply, it applies to your strength or dexterity, whichever is higher. If you are normally immune to this sort of effect you are not immune to this.

***Grand Construction:***

Prerequisites: Kaiju, Construct type

Benefit: Select a single construct of a CR equal to ¾ of your current level. You gain 1 of the construct’s unique abilities. This cannot be used to select immunity to magic from a construct.

*Special:* This feat can be selected multiple times, gaining a new ability each time. This feat can be selected up to 4 times.

***\*Shining Strike (Beam Weapon):***

Prerequisites: Beam Weapon, BAB +8, Power attack or Arcane Strike

Benefit: Whenever you use Power attack or arcane strike, you can choose to expend your beam weapon to increase the damage. Doing so applies the beam weapon to the next attack you make, and applies its damage and effects to the attack. The beam weapon still allows for any saving throw it previously had, however effects such as evasion don't apply if the attack roll successfully struck the enemy. If you possess the alternate beam weapon effect that allows you to make multiple ranged touch attacks with your beam weapon, you can expend it to apply that extra beam ray damage (Usually 8d6) to your attacks for a number of attacks equal to the number of ranged touch attacks you could make.

Utilizing the beam weapon in this way increases its cool down by an additional +2 rounds.

***Unique Beams (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, additional beam secondary effect

Benefit: You may have your second beam weapon deal a different base energy type. It maintains the same secondary effects as the original.

Special: You may select this feat multiple times. Each time, select a different beam weapon you possess.

***Improved Unique Beams (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, additional beam secondary effect, Unique Beams

Benefit: Your second beam may have different secondary effects

***\*Destroy All Monsters (Beam Weapon):***

Prerequisites: Kaiju, Beam Weapon feature, 12 HD

Benefit: Once per day you may have your beam weapon bypass all resistance and immunity to the damage types it deals (and DR if it deals bludgeoning, piercing, or slashing damage). This also bypasses the Absorb Energy feat.

***\*No Escape (Beam Weapon):***

Prerequisite: Destroy All Monsters, Beam Weapon, Kaiju level 14

Once per day, as a full round action you can make a grapple check attack against a single enemy’s CMD. If the attack hits you can choose to expend your beam weapon against the target, and it doesn’t get a saving throw against the beam weapon’s effects. This increases the cooldown of your beam weapon by +2 rounds. Only 1 beam weapon can be used as part of this attack.

***Bestow Element:***

Prerequisites: Kaiju, Energy Attack, Ability to summon creatures or Leadership, 10 HD

Benefit: You are a leader to your people and stand above all others as a paragon of a specific element. Whether you are seen as a god of fire or as a great aquatic beast, you are known for your environment and you pass it down to those who follow you. Creatures that you summon through some summoning ability, as well as your cohort and followers gained through the leadership feat gain your Energy Attack Mutation so long as they are within 30 feet of you. At 20th level the range increases to 60 feet and they also gain Energy Burn if you possess that Mutation.

***Greater Build:***

Prerequisites: Kaiju, Construct type

Benefit: You are treated as a size larger to determine the bonus construct HP you gain.

Special: You may gain this feat multiple times. Its effects stack.

***Extreme Machine:***

Prerequisites: Kaiju, Construct type, Greater Build

Benefit: Select a single mental ability score. This mental ability score is now utilized in the same way a creature’s constitution score is used, applying the bonus to your hit points at every level, and to fortitude saving throws.

***\*Hurl Foes:***

Prerequisites: Kaiju, 10 HD

Benefit: When a kaiju damages a foe at least two sizes smaller with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the kaiju’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the kaiju’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

***\*Improved Hurl Foes:***

Prerequisites: Kaiju, Hurl Foes, 12 HD

Benefit: You are treated as one size larger for the purposes of your Hurl Foes feat.

Special: You may select this feat multiple times. Its effects stack.

***Kaiju Generations:***

Prerequisites: Kaiju, Medium sized or larger, 12 HD

Benefit: Once per year, you may spend one round to create a spawn of yourself. This spawn hatches/forms/develops over the course of 1 minute. It is identical to you, except it has 1/4 your HD (and has abilities appropriate to this HD), ability scores equal to your own -8, and is 2 sizes smaller than yourself (with the appropriate ability score adjustments). This stuns you for 1 round and then staggers you for 1d6 rounds afterwards, even if you are normally immune to either of these conditions.

***Horde Mother:***

Prerequisites: Kaiju, Medium sized or larger, Kaiju Generations, 16 HD

Benefit: You may use your Kaiju Generations feat a number of times per year equal to 1/4 your hit dice (max 5/year at 20 HD). Doing so now does not stun you and staggers you for 1d4 rounds. You may not use this ability while staggered in this way.

***\*Kaiju Invulnerability:***

Prerequisites: Kaiju, 10 HD

Benefit: All attacks from non Kaiju have their damage halved before applying DR or resistances.

***\*Kaiju Imperviousness:***

Prerequisites: Kaiju, Kaiju Invulnerability 14 HD

Benefit: All attacks from non Kaiju do minimum damage to you before applying DR or resistances.

***\*Kaiju Invincibility:***

Prerequisites: Kaiju, Kaiju Invulnerability, Kaiju Imperviousness, 18 HD

Benefit: All attacks from non Kaiju do minimum damage and then is cut in half before applying DR or resistances.

***Kaiju Leadership:***

Prerequisites: Kaiju, Leadership, 15 HD, cohort must have ties to your story

Benefit: Your cohort may be another Kaiju ties to you in some way, and your followers take on a more monstrous form (both at DM discretion).

***Kaiju Rampage:***

Prerequisites: Kaiju, Medium size or larger, 15 HD

Benefit: Once per encounter after taking at least 25 damage from any source, you may rampage. As a standard action on your turn, you may charge the source of this damage and trample anything between you and the target. The save DC against this trample attack is 10 + 1/2 your HD + your Str modifier. This deals 1d6+str damage if medium, 2d6+ str damage if large, and 3d6+str damage if huge. Objects take double damage from this trample. You are also affected by a Deadly Juggernaut spell for one round, treated as if you were at the maximum bonuses allowed by the spell.

***Kaiju Unleashed:***

Prerequisites: Kaiju, Medium size or larger, Kaiju Rampage, 18 HD

Benefit: When you use your Rampage feat and for one round after, you are treated as two sizes larger and all of your damage is maximized.

***King of Monsters:***

Prerequisites: Kaiju, Deva

Benefit: You gain a +2 bonus to all d20 rolls against Kaiju and all colossal size creatures. Once per day when you affect a creature with your Deva feat, they also take damage as if struck by one of your natural attacks (your choice).

***Beast of Myth:***

Prerequisites: Kaiju, Deva, King of Monsters

Benefit: The Kaiju gains 2 uses of mythic power and can use the mythic surge ability with the die being 1d4. The Kaiju is treated as mythic for the purpose of spells and item effects that only work for mythic creatures.

Special: This can be taken multiple times, each time it grants the Kaiju two more uses of mythic power.

***Improved Beast of Myth:***

Prerequisites: Kaiju, Deva, King of Monsters, Beast of Myth

Benefit: The Kaiju's mythic surge becomes 1d6 and they gain the hard to kill mythic ability.

***Greater Beast of Myth:***

Prerequisites: Kaiju, Deva, King of Monsters, Beast of Myth, Improved Beast of Myth

Benefit: The Kaiju selects a single mythic path. They gain the 1st tier path ability and the 1st tier feature from that mythic path.

***Superior Beast of Myth:***

Prerequisites: Kaiju, Deva, King of Monsters, Beast of Myth, Improved Beast of Myth, Greater Beast of Myth

Benefit: The Kaiju gains abilities as if they gained an additional mythic tier.

Special: This feat can be selected multiple times. Its effects stack. They do not gain any mythic feats or ability score increases, but do gain the other abilities listed.

***Beast of Legend:***

Prerequisites: Kaiju, Deva, King of Monsters, Beast of Myth, Improved Beast of Myth, Greater Beast of Myth, Superior Beast of myth (at least 5 times)

Benefit: The Kaiju gains a specific special ability unique to it, similar to Mogaru's Reflexive Breath, Varklops's Kaijuslayer, or Vorgozen's polluted magic. You should work with your DM (or group, if using the voting method of running a Kaiju Combat Simulation) to determine how this functions.

\****Massive Attacks:***

Prerequisites: Kaiju

Benefit: Your natural attacks may target every non kaiju in a 10 ft radius instead of targeting a single creature.

\****Incredibly Massive Attacks:***

Prerequisites: Kaiju, Massive Attacks, 6 HD

Benefit: Your massive attacks feat applies even when you target a Kaiju.

\****Truly Massive Attacks:***

Prerequisites: Kaiju, Massive Attacks, Incredibly Massive Attacks, 14 HD

Benefit: Your natural attacks may target every non kaiju within your reach for that attack as well as targeting a single Kaiju.

***Pacific Rim***

Prerequisites: Kaiju, 8 HD

Benefit: You gain the ability to cast the spell discern location. This spell detects the location of the closest Kaiju to your current location.  A number of Kaiju up to 1/2 your Kaiju level can be excluded from this check, allowing you to detect Kaiju that may be hidden within the area without it triggering for Kaiju whom you can see or are aware of.

***Relic Finder:***

Prerequisites: Kaiju, Relic feature

Benefit: You gain an additional relic.

Special: You may take this feat up to 3 times.

***Relic Hunter:***

Prerequisites: Kaiju, Relic feature, at least 2 relics

Benefit: Your relics may be minor artifacts.

***Relic Improver:***

Prerequisite: Relic Feature

Benefit: Relics that you select that have a saving throw use the saving throw of your beam weapon instead of the base saving throw listed for the item, unless the base item’s saving throw is higher.

***Super Kaiju:***

Prerequisites: Kaiju, Recovery feature, King of Monsters, 12 HD

Benefit: Instead of the regular 11th level ability, a Kaiju may make an attack of opportunity against a creature that inflicts a status condition on the Kaiju (except stunned, paralyzed, petrified, or staggered). Additionally, instead of the regular use of the 20th level ability, a Kaiju may enter a super form when it reaches 0 HP once per year. The Kaiju takes no damage past 0 from the source that triggers it, and grants the Kaiju an extra 10 mutation points, two Kaiju feats, and fast healing 5 for 1 minute. After this time, the Kaiju retains all abilities except the fast healing and takes 10 damage every round, as if via negative fast healing. The choices regarding the super form are determined when this feat is taken and are set once chosen. You may choose to spend the extra points to "buy back" weaknesses.

***Ultra Kaiju:***

Prerequisites: Kaiju, Recovery feature, King of Monsters, Super Kaiju, 15 HD

Benefit: Once per year, you can choose to activate your super kaiju form as a move action, and it lasts for 3 rounds. This triggers without actually utilizing the ability. After using it, you become exhausted for 1 minute.

***Titan Contingency:***

Prerequisites: Kaiju

Benefit: Select a single spell of 1st level or lower that fits your Kaiju's theme, and also set a specific situation for this spell to activate as if it were placed on a Kaiju as per the contingency spell. For example, a mech pilot could select Magic missile, and choose for it to activate whenever it detects the presence of a flying kaiju, or a Giant nuclear octopus with regeneration could be effected by cure light wounds whenever it's taken damage equal to 1/2 of its total health. This spell can effect yourself, or a target within the spell's reach whenever the effect is triggered. This spell cannot be changed once selected and it triggers once per day. At 5th, 10th, 15th and 20th level, the spell level is increased by 1 and the spell can be switched out. If you possess the Super Kaiju feat, you can select another contingency spell, and allow for its activation, even if it was already activated, however this contingency applies only while in the super form.

Special: This feat can be taken multiple times. Each time, you may either apply another titan contingency or gain another use per day of titan contingency.

***Titanic Stride:***

Prerequisites: Kaiju, Reach greater than 5 ft

Benefit: Whenever you make a 5 ft step, you may move up to your reach instead of just 5 feet. You may not move more than your base move speed with this.

\****Ultimate Destruction:***

Prerequisites: Kaiju

Benefit: You deal maximum damage to all objects.

\****Destroyer's High:***

Prerequisites: Kaiju, Ultimate Destruction

Benefit: After destroying a building or other notable piece of terrain, you gain a +1 morale bonus to one of the following: Attack rolls, damage rolls, Armor class, one type of saving throw, physical based skill checks, or DR. This increases by +1 for every building you destroy in this way (To a maximum of +5 in each category) and it lasts for 1 round per 2 Kaiju levels.

***Warp Walker***

Prerequisites: Kaiju, Beam Weapon feature, ability to teleport or cast a teleportation spell such as Dimension door

Benefit: You can use the energy in your body to teleport short distances. By expending your Beam Weapon, You can teleport as per the spell Dimension Door. Doing this is a swift or Instant action. Doing this reduces the cooldown time of your beam weapon by one round.