Kaiju

A colossal beast of destruction, known for trashing cities and other giant monsters alike, a Kaiju is a primal force of destruction. By learning to harness this power, you become a massive force of nature built to demolish all who stand before you with your brute strength and strange abilities.

**Role:** A Kaiju is a force of destruction, marching forward and destroying all in it's path. A Kaiju is often times a martial combatant, nearly unrivaled in it's strength and capability.

**Alignment:** Any

**Hit Die:** d10

**Requirements** To qualify to become a Kaiju, a character must fulfill all the following criteria.

**BAB:** +6

**Skills:** Intimidate +10 (Or +8 if of the Dragon type)

**Feat:** Toughness, and At least 2 monster feats

**Special:** Must be a monster class; Or have 2 natural attacks, be able to increase in size category, and must have destroyed at least 4 buildings.

**Class Skills**

The Kaiju's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Perform, and any one Martial Knowledge skill.

**Skill Ranks at Each Level:** 4 + Int modifier.

**Class Features**

All of the following are class features of the Kaiju prestige class.

**Weapon and Armor Proficiency**: A Kaiju gains proficiency in no new weapons.

**Techniques and spells known**: At levels 2, 4, 6, 8, and 10, A Kaiju gains the ability to perform martial techniques as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You gain monster techniques as they are usually given out as per the previous class.

**Kaiju Metamorphosis (Ex):**

You become a larger, more imposing version of yourself as the power of the Kaiju begins to flow through your veins. If humanoid, your type becomes Monstrous Humanoid, if an animal, your type becomes Magical beast. You gain Dark Vision out to 60 feet. If you already possess Dark Vision it's range increases by 60 feet, and you gain +2 natural armor bonus to armor class. Finally, you gain the Ferocity ability.

*Ferocity (Ex):* A creature with ferocity 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 creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score, or Charisma score if it lacks a constitution score.

**Kaiju Form (Su):**

For a limited number of rounds per day, you can assume the form of a true Kaiju, as your body contorts and grows into something it previously wasn't. Activating the Kaiju Form is a swift action and provokes no attacks of opportunity. You gain a +2 bonus to Strength and Constitution (Or Charisma if you have no constitution) and a -2 penalty to dexterity. And you gain +2 natural armor. When assuming this form, your size category becomes large, your reach increases by 5 feet because of this,  and you also gain a +1 bonus to CMB and CMD and a -1 to armor class and attack rolls. Your dark vision in this form also increases to be 60 feet per kaiju level (Max 600 feet), and finally you also gain Damage Reduction 2/Magic. If you are already large or larger, you only gain the bonuses and penalties and your size does not increase. This works similarly to Enlarge person and as such it's effects do not stack. This ability, when activated, can last for 3 rounds as well as an additional number of rounds equal to your Kaiju level per day. Not all rounds must be used consecutively though and it can be ended as a swift action. A Kaiju can end her Kaiju form as a free action and is fatigued afterwards for a number of rounds equal to 2 times the number of rounds spent in the Kaiju form. A Kaiju cannot enter the form while fatigued or exhausted but can otherwise enter the form multiple times during a single encounter or combat. If a Kaiju falls unconscious, her Kaiju form immediately ends, placing her in peril of death.

At 4th level you become huge sized in your Kaiju form and your strength and constitution increase by a further +2 and you take a further -2 dexterity. Your natural armor increases by +2 more, and you take a further -1 penalty to armor class and attack rolls. In addition, you gain energy Resistance 3 to any two kinds of energy damage. Acid, Electricity, Sonic, Cold, Fire, and Negative Energy (Or positive energy if undead). At Levels 7 and 10 you gain another energy type from that list. Your damage is now overcome by Cold Iron.

At 7th level you become gargantuan sized in your Kaiju form and your strength and constitution increase by another +4 when you enter it as your dexterity decreases by another -2. Your natural armor increases by another +3, and your penalty and bonus to attack rolls, armor class, CMB, and CMD from the size bonus become +4 and -4 respectively. Finally, while in this form you gain Fast Healing 3. While in this form your DR is now overcome by Adamantine.

At 10th level, you become colossal sized in your Kaiju form and your strength and constitution increase by another +4 when you enter it as your dexterity decreases by another -4. Your natural armor increases by another +3, and your penalty and bonus to attack rolls, armor class, CMB, and CMD from the size bonus become +8 and -8 respectively. While in this form your DR is now overcome by Epic.

**Kaiju Specialization (Su)**

A Kaiju Specialization is a technique or ability that a Kaiju has and develops as it grows in power. Kaiju Specialization can only be utilized while in the kaiju form.

*Extreme Resistance:* While in your Kaiju Form, your energy resistance granted by the form is increased by 3 for every Kaiju level it possesses, excluding the first level in this class. A Kaiju must be at least 4th level before they can select this.

*Extreme Damage Reduction:* While in Kaiju form, your damage reduction granted by the form becomes 2 per level in the Kaiju class (Max 20).

*Extreme Fast Healing:* When in Kaiju form, your fast healing becomes 3 per level in the Kaiju class (Max 30). A Kaiju must be at least 7th level before selecting this.

*Extra Resistance:* The Kaiju's energy resistance applies to another energy type. These energy types can be Acid, Electricity, Sonic, Cold, Fire, and Negative Energy (Or positive energy if undead). The Kaiju must be at least 7th level before selecting this.

*Free Transformation:* Make going into your Kaiju form a free action.

*Extra Kaiju Time:* Increase number of rounds per day as a kaiju by 3.

*Big Stride:* You gain the Big Stride feat as a bonus feat. This can be used outside of your Kaiju form.

*Kaiju Rage:* You gain a single rage power or Blood Rager Bloodline power using your Kaiju level as your Blood Rager or Barbarian level, adding any Barbarian or Blood Rager levels you have to your level to determine the effective level for this. If selecting a bloodline power you must select a bloodline and you cannot select any powers from any other bloodline if you select this again. You cannot select an ability that requires any class abilities or prerequisites you do not possess and your Kaiju Form is treated as your rage for all intents and purposes.

*Kaijudo:* Select a two mythic paths. For the purpose of interacting with other creatures that possess those mythic path, you are treated as mythic tier 1. For example, if you select Archmage, and they attempt to use Arcane surge on you, you are treated as mythic and therefore you do not roll twice and take the lower result. If you ever become mythic and select one of the paths you selected here as your own mythic path, you are treated as 1 tier higher for the purpose of being a higher tier than an enemy. This can be selected multiple times, selecting a different mythic tier each time.

*Kaiju's Domain:* Your Kaiju Levels stack with your Cleric or witch levels when determining domain or dominon powers. This does not grant the Kaiju new abilities, it only raises level dependant ones. This can be used outside of your Kaiju form.

*Kaijutsu:* Your Kaiju levels stack with your Ninja or monk levels to determine your ki pool. This can be used outside of your kaiju form.

*Beam Weapon:* The 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 30 foot line, or a 15 foot cone. When selected you cannot change the type. If a line, it's range increases by 10 feet for every level you possess after the first in this class (Max 120 feet) and if a cone it increases by 5 feet for every level you possess after the 1st (Max 60 feet). This line deals 1d6 damage of an energy type (acid, fire, cold, electric, or sonic) per Kaiju level. The Kaiju may use this ability once every four rounds. This allows for a reflex save for half damage. The save DC is 10+ Kaiju level+your Con modifier, or Cha if you lack a con score. This can be selected multiple times, granting you an additional beam attack with a separate cool down time of a different energy type.

*Improved Beam attack:* This requires the Beam Weapon ability to select this. The Kaiju's beam attack increases to 2d6 per kaiju level. If you have multiple beam attacks, you must take this for each one. This can be selected multiple times.

*Dual Type Beam Attack:* You must possess the Beam Weapon ability to select this. Select a second type of energy damage. Your beam attack deals 1/2 of it's original type and 1/2 of the newly selected energy type. If you possess multiple beam attacks, this must be selected each of them. This can be taken multiple times, each time applying a new energy type to an old beam weapon.

*Versatile Beam Attack:* You must possess the beam weapon to select this.Select one of the following, When using your breath weapon, creatures that fail their saving throw are affected by the ability. This can be selected multiple times, each time it applies the ability to a single one of your beam attacks.

* 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.

*Kaiju Evolution:* You gain 2 evolution points as if you were an Eidolon of your Kaiju level. Your Kaiju level is treated as your summoner level. You cannot use this to select energy resistance, energy immunity or increased size. You can use these to gain additional limbs, however those limbs cannot wield weapons. This can be taken up to 5 times.

*Unstoppable Force:* You gain a special damage resistance against damage caused by a vehicle or a firearm equal to your Kaiju level. Subtract an amount of damage equal to your kaiju level from damage dealt from those sources before applying damage reduction or energy resistance.

*Kaiju Stride:* You gain a +10 bonus to your movement speed.

*Partial Transformation:* Select a single Kaiju Specialization. This can be used when you aren't in your Kaiju form. This can be selected multiple times, each time selecting a new Kaiju specialization.

*Greater Partial Transformation:* You must possess partial transformation to select this.A number of times per day equal to your Kaiju level, You can choose to enlarge only one of your limbs temporarily to make a single attack. This is a swift action and can be applied to a single attack. For that attack you apply all of your bonuses from your Kaiju form.

*Destroyer's Grace:* When attacking constructs or objects, subtract your Kaiju level from their hardness or damage reduction when you deal damage.

*Great Hide:* Gain an additional bonus to your natural armor equal to 1/2 of your Kaiju level.

*Deflecting Scales:* Your natural armor bonus granted by this class becomes a deflection bonus instead. This stacks with all other deflection bonuses.

*Virtual Size Category:* You are treated as 1 size category smaller when using your Kaiju form. You still possess all of the bonuses it grants you, however your penalties to attack rolls and armor class are reduced by 1 size. This can be selected up to 4 times, it's effects stacking.

*Kaiju Recovery:* Once per day, as an immediate action, the Kaiju can effect it's self with a Giga Heal spell, healing 1d6 hitpoints per character level (Max 20d6 hp).

*Improved Kaiju Recovery:* The Kaiju must possess Kaiju Recovery to select this ability. The Kaiju's recovery ability now works like Peta Heal, healing 1d12 per character level (Max 20d12).

*Greater Kaiju Recovery:* The Kaiju must possess Improved Kaiju Recovery to select this ability. Once per day when the Kaiju would be defeated, it is effected with an effect similar to a breath of life spell, healing it for 5d8 +25 hitpoints immediately.

*Paragon Kaiju Recovery:* The Kaiju must possess Greater Kaiju Recovery to select this. 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 or Charisma 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.

*Kaiju Immunity:* The Kaiju selects one of the following things. It gains immunity to that. Ability damage, ability drain, death effects, disease, energy drain, or fear. If the Kaiju was effected by one of these before entering it's kaiju form, it still is effected by it when it enters the form. The Kaiju must be at least 4th level before selecting this ability.

*Kaiju Safeguard:* Once per day, as well as an additional time per day for every 3 levels you possess, 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, up to it's limited number per day, but can attempt to remove only one such effect per round.

*Hulking Hurler:* When using the Hurler ability, you can apply vital strike feats to the rock throw ability, In addition, you are treated as 2 size categories larger to determine creatures you can throw with the hurler ability. This can bring your size up past colossal. You must possess the hurler ability to select this.

*Death Rays:* Must possess the Beam weapon ability. You may make your beam weapon as a smaller set of attacks. Instead of a single line or cone, it may be made as 1 ranged touch attack with a range equal to your beam weapon's range. You gain 1 ranged touch, and 1 additional ranged touch attack per 3 Kaiju levels (Max 4). You may not target a creature with more than two of these. These deal 1d6 damage as well as an additional 1d6 damage per 3 levels (Max 4d6) damage. If you possess improved beam attack, this becomes 2d6 damage per 3 levels (Max 8d6). You may select this 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.

*Metamagic Weapon:* Must possess Beam weapon. If you possess metamagic feats, you can increase the cooldown time on your beam weapon by a number of rounds equal to the spell level increase of the metamagic feat to apply that feat to the beam weapon as if it were a spell. If it isn't a metamagic feat that would be applicable to the beam weapon then it cannot be applied.

*Enchanted Beam Weapon:* Must possess the Beam weapon ability. 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 it's saving throw. 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. (For example, if selected 4 times, you could have four +1 enchantments or one +4 enchantment).

**Kaiju Resistances (EX):**

At 3rd level the Kaiju gains a +2 bonus to saving throws vs. mind-affecting, paralysis, petrification, *polymorph*, immobilizing effects (including *binding* and *temporal stasis* but not including temporal stasis), Ability damage, ability drain, death effects, disease, energy drain, and fear.

**Hurler (Ex):**

The Kaiju gains the Rock throwing ability of a Giant.

*Rock Throwing (Ex):* This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size as a standard action; for example, a Large Kaiju can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. This can include buildings if the Kaiju is large enough. The creature can hurl the rock up to five range increments, and the range increment of a "rock" is 20 feet. The damage dealt by throwing a "Rock" is twice it's base natural weapon damage +1 and 1/2 it's strength modifier. In addition it gains the Hurl Foe Ability.

When a kaiju damages a creature 2 size categories smaller than it's self, 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.

**Massive (Ex):**

When in your Kaiju form, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a kaiju’s movement, though areas of forest or settlements are considered difficult terrain to a kaiju. A Huge or smaller creature can move through any square occupied by a kaiju, or vice-versa. A kaiju can make attacks of opportunity only against foes that are 2 size categories smaller than they are or larger, and can be flanked only by creatures of that size as well. A kaiju gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a creature 2 size categories smaller than the Kaiju to climb the kaiju—this generally requires a successful DC 30 check, and unlike the normal rules about kaiju and attacks of opportunity, a Small or larger creature that climbs on a kaiju’s body provokes an attack of opportunity from the monster.