Kaiju Combat Simulations

This is a stand-alone PVP combat simulator using Pathfinder as a base. Each player builds their own Kaiju using the following rules and pit them against each other. The last Kaiju or team of Kaiju standing wins. It is recommended to have an unbiased 3rd party as a DM to ensure things go fairly, but disputes can also be handled via votes. Kaiju are built similarly to Summoner Eidolons (including getting a base form), and Mutations function identically to Evolutions.

Kaiju are absolutely massive creatures, and as such things are scaled relatively. A colossal sized creature in base Pathfinder would be considered Medium or small in Kaiju Combat. Humans are fine sized, a car would be diminutive, small buildings would be tiny, larger buildings would be small, and skyscrapers would be medium (beyond this point scaling becomes difficult, but gargantuan and colossal size creatures are likely able to rival mountains easily in size.) Any range expressed in feet is relative to a Kaiju, treating each square as five relative feet.

Kaiju Combat simulations can be run at any level, but 20 is recommended for maximum variety and design fulfillment.

A Kaiju’s abilities are determined by its level and by the choices made using its mutation pool. Each Kaiju possesses a base form that modifies these base statistics. Kaiju are outsiders for the purpose of determining which spells affect them. **A Kaiju may choose to start as a Magical beast without the low-light and darkvision traits at no additional cost.**

**HD**

A Kaiju possesses a d10 hit dice at every level. It can choose to lower its hit dice by one step (d8) to gain 2 additional mutation points, however this must be done at first level. This can be done multiple times to a maximum of reducing it 3 times (d4) gaining 2 mutation points each time this is done.

**BAB**

This is the Kaiju’s base attack bonus. A Kaiju’s base attack bonus is equal to its Hit Dice. Kaijus do not gain additional attacks using their natural weapons for a high base attack bonus.

**Good/Bad Saves**

These are the Kaiju’s base saving throw bonuses. A Kaiju possesses two good saving throws and one bad saving throw, determined by the creature’s base form.

**Skills**

A Kaiju can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. A Kaiju receives a number of skill ranks equal to 6+ its Intelligence modifier per HD. A Kaiju cannot have more ranks in a skill than it has Hit Dice. Kaiju skill ranks are set once chosen, even if the creature changes when it gains a new level. The following skills are class skills for Kaijus: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his Kaiju. Note that Kaiju with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

**Feats**

Kaiju gain a feat at every odd level. Kaiju can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Kaiju feats are set once chosen, even if the creature changes when it gains a new level. If, due to changes, the Kaiju no longer qualifies for a feat, the feat has no effect until the Kaiju once again qualifies for the feat. *Special Note: A Kaiju may take the Extra Evolution feat to apply to itself.* A list of Kaiju Specific feats can be found here.

*Disclaimer: Kaiju and Leadership. Kaiju that take the leadership feat have followers in the form of humanoids that revere their power and a cohort in the form of a powerful (appropriate level for a cohort) specific creature that is connected to the creature in some way. The feat Kaiju Leadership allows for a Kaiju to gain a cohort that is also a Kaiju, and allows for stranger followers. For example, a Mech Pilot with Leadership may have its crew as its followers and a general for the government that built it as its cohort. A Chimeric Evolutionary possessing Kaiju Leadership may have its followers as infected creatures from its last Gruesome Recovery*

**Armor Bonus**

The number noted here is the Kaiju’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the Kaiju. This number is modified by the Kaiju’s base form and some options available through its mutation pool.

**Str/Dex Bonus**

Add this modifier to the Kaiju’s Strength and Dexterity scores, as determined by its base form. Some options available through the Kaiju’s mutation pool might modify these scores.

**Mutation Pool**

The value given in this column is the total number of points in the Kaiju’s mutation pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Kaiju. Whenever the Kaiju gains a level, the number in this pool increases and the Kaiju can spend these points to change the abilities of itself. These choices are not set. The Kaiju can change them whenever it gains a level (and through the transmogrify spell). A list of mutations can be found both at the Eidolon Evolutions page as well as here.

**Max. Attacks**

This indicates the maximum number of natural attacks that the Kaiju is allowed to possess at the given level. If the Kaiju is at its maximum, it cannot take mutations that grant additional natural attacks. This does not include attacks made with weapons. You can lessen your maximum number of attacks by 1 to gain 1 additional mutation point to a minimum of 1 natural attack.

**Special**

This includes a number of abilities gained by all Kaijus as they increase in power. Each of these bonuses is described below.

**Darkvision (Ex)**

The Kaiju has darkvision out to a range of 60 feet. The Kaiju can choose to instead only have low light vision and gain 1 additional mutation point, or normal vision and gain 2 additional mutation points.

**Kaiju Toughness (Ex)**

A Kaiju gains +2 additional hit points at each level.

**Racial Traits (Ex)**

The Kaiju must select a single race of 20 RP or less and gain all of it's racial abilities, including ability score adjustments. By spending 1 mutation point, you may increase this RP limit by 2, to a maximum of 5 points for 10 extra RP.

**Kaiju Specialization (Ex)**

A Kaiju can select one class. Whenever it reaches 1st, 2nd, 5th, 6th, 9th, 10th, 14th and 15th levels, it gains class features from that class as if it had leveled up in that class. If the Kaiju does not select a specialization, it may instead gain an alternating +1 and +2 mutation points at the listed levels OR the following starting at second level:

• *Evasion (Ex)*

At 2nd level, if a Kaiju is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. The Kaiju can instead choose for this ability to effect its fortitude or will saves however when you select this it cannot be changed. This can be done with improved evasion as well.

*• Ability Score Increase (Ex)*

At 5th, 10th, and 15th level, the Kaiju adds +1 to one of its ability scores.

• *Devotion (Ex)*

At 6th level, the Kaiju gains a +4 morale bonus on Will saves against enchantment spells and effects.

• *Multiattack*

At 9th level, a Kaiju gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the Kaiju instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the Kaiju later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

• *Improved Evasion (Ex)*

At 14th level, when subjected to an attack that allows a Reflex saving throw for half damage, a Kaiju takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

**Ferocity (Ex)**

At 3rd level, a Kaiju remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A Kaiju still dies when its hit point total reaches a negative amount equal to its Constitution score.

**Beam Weapon (Su)**

At 4th level, a Kaiju gains access to a special attack called a Beam Weapon. This functions similarly to a breath weapon, and is a standard action to use. It is a 120 ft. line or 60 ft cone (set once chosen) that deals 1d6 damage of an energy type (acid, fire, cold, electric) per hit die and has an additional effect chosen from the list below. You may select an extra effect only once unless specified otherwise. The Kaiju may use this ability once every four (4) rounds. This allows for a reflex save for half damage and negates the secondary effects, if any. The save DC is 10+ half your HD+your Con modifier, or Cha if you lack a con score. You may choose an additional secondary effect at 16th and 19th level.

* Creatures that fail their save are knocked prone.
* Creatures that fail their save are staggered for 1d6 rounds.
* Creatures that fail their save are stunned for one round.
* Creatures that fail their save are knocked back 5 ft per 10 damage they take.
* Your beam weapon ignores cover.
* Your beam weapon deals an additional type of damage from the following list: Acid, fire, cold, electric, sonic, bludgeoning, piercing, slashing, divine, profane, force, disintegration. This is also 1d6 per hit die and is halved on a successful save.
* 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. 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, two as a move action, or one as a swift action. Three is the maximum amount of times you may take this effect.
* You may make your beam weapon as a smaller set of attacks. Instead of a single 120 ft line, it may be made as 4 ranged touch attacks with a range of 120 ft. You may not target a creature with more than two of these. These deal 8d6 damage. You may select this effect more than once. Each time after the first, this adds two additional ranged attacks. Four is the maximum amount of times you may take this effect, for a total of 10 ranged attacks.

**Bonus Feat**​

At 7th, 12th, and 17th level, a Kaiju gains a bonus Kaiju feat. A Kaiju feat is any feat that has "kaiju" as a prerequisite. A Kaiju may also select extra evolution as a Kaiju feat.

**Relic**

At 8th, 13th, and 18th level, a Kaiju uncovers a relic that it bonds with. Each of these takes the form of any one item, with the only stipulation being it cannot be an artifact. If choosing a weapon or armor, you may have it enchanted as you see fit so long as it follows the regular rules for enchanting items. The Kaiju gains this item for free, and it functions as normal for that item.

**Recovery (Ex)**

Starting at 11th level, whenever a kaiju fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis but not including imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A kaiju can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. At 20th level, once per year, if a kaiju takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score, the damage instead heals the kaiju of twice the amount of damage—but this healing leaves the kaiju disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the kaiju to end its retreat and attack.

**Additional Mutation Points:**

Kaiju can gain extra mutation points in the following ways.

* You may gain an extra mutation point for each element type (acid, cold, electric, fire, sonic) you take a weakness for (50% more damage). You may gain an extra additional mutation point per weakness if you increase this to taking 100% more damage. You may not gain resistance or immunity to an energy type you are weak to.
* You may gain 1 additional mutation point by taking a -3 penalty a single saving throw. This may be done up to twice for each save.
* You may gain 1 additional mutation point by reducing your move speed by 10 ft. You may gain a maximum bonus of 5 mutation points in this way, and the minimum you can reduce your move speed to is 10 ft.

## ARCHETYPES

Kaiju can benefit from various archetypes that alter the way abilities work or grants them different abilities unlike a normal kaiju could ever imagine, but it makes them more focused in certain areas. A list of these archetypes can be found here.

Kaiju Archetypes

## OPTIONAL RULES

There are a number of optional rules for more powerful Kaiju, presented below. Make sure to decide with your group which, if any, will be used, so that everyone is on the same page and are balanced against one another.

**Feat Changes:**

* *Combat Expertise, Deadly Aim* and *Power Attack* are no longer feats, and instead are options any character can do, such as taking a total defense action, as long as they have at least +1 BAB.
* *Deft Maneuvers* replaces Improved Trip, Improved Disarm, Improved Reposition, and Improved Grapple. Greater versions are still specific, and use this as a prerequisite.
* *Powerful Maneuvers* replaces Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder. Greater versions are still specific, and use this as a prerequisite.
* *Sly Maneuvers* replaces Improved Dirty Trick, Improved Feint, and Improved Steal. Greater versions are still specific, and use this as a prerequisite.
* *Two Weapon Fighting* and *Vital Strike* automatically upgrade to their Improved, Greater, and Superior versions at the requisite BAB.
* *Weapon Finesse*​ applies to attack and damage rolls
* *Dodge and Mobility* are a single feat, named Dodge
* *Diehard and Endurance* are a single feat, named Diehard

**Ability Score Increases:** All Kaiju gain a +1 bonus to an ability score at 4, 8, 12, 16, and 20 HD. If a Kaiju selects the Base Kaiju Specialization, it gains an additional +1 to an ability score at 5th, 10th, and 15th level.

**Automatic Bonus Progression:** The Kaiju gains the Automatic Bonus Progression bonuses as if it were its HD+2. For most 20th level Kaiju, this means they gain a +5 enhancement bonus to a set of armor (or shield), a +5 deflection bonus to AC, a +5 natural armor bonus to AC, a +5 resistance bonus to all saving throws, a +5 enhancement bonus to a weapon, a +6 enhancement bonus to all ability scores, a +5 inherent bonus to 3 ability scores, and a +1 additional enhancement bonus to a set of armor (or shield) and a weapon.

**Universal Bonus Feats:** The Kaiju gains a number of additional bonus feats thematic to some facet of the Kaiju combat, the number and theme (and potentially the specific feats) being determined as a group. For example, a group may decide to grant every Kaiju involved the Beast of Myth, Improved Beast of Myth, and Greater Beast of Myth so that all Kaiju are treated as having a single mythic rank, without having as heavy of a feat tax. The kaiju would not gain Deva or King of Monsters from this, but would be able to select them normally to receive the benefits as well as selecting Superior Beast of Myth or Beast of Legend if they desired. Alternatively, the group may decide to grant all Kaiju the Ability Increase and Improved Ability Increase feats twice each to gain additional ability score bonuses, or they may grant the energy-type specific Beam Weapon feat for the primary beam weapon for free (Gravity beam for electricity, Ice age beam for cold, etc.). *Using this rule, a Kaiju could opt out of gaining the feat(s) to instead gain +2 mutation points per feat they forgo.*

**Extra Mutation Points:** Kaiju gain a large increase of Mutation points, as noted on the following chart, equaling roughly double the normal amount per HD.