For today’s post, I decided to use an already created race that fits perfectly in my world. They didn’t naturally evolve on Aquatica but were forcibly evolved by the Atlantean biomancers (probably from a froglike progenitor).
Finding the Path – Star Wars Races
Did you ever see a race in a science fiction or fantasy film that you wanted to play, but never had the stats for? Did you ever want to see your favorite film species in your game of Pathfinder?
Well look no further, today, I give you a new race from the Star Wars Saga, best explained by the following quote:
That’s right, the Gungans are here!
Gungans are an amphibious sentient species and native to various swamps. The various different Gungan races can live on both water and land, but often make their home in underwater cities, that awe those coming from the outside. Physically, Gungans were tall humanoids with a flexible structure, strong leg muscles, strong bills, muscular tongues, and many other traits designed for living in watery environments.
The Gungans have a tense and uneasy relationship with the other humanoid species, especially humans, as they have been at war with them in the past. Now, they have an envoy by the name of Binks serving at an embassy in a nearby human kingdom.
Gungans are a sentient amphibious species, though some would dispute this claim after having met Envoy Binks. Some, in fact, claim that he was sent to allay suspicion and that he’s part of a clever cover-up designed to make humans underestimate the Gungans. Generally, both subspecies are tall humanoids with a flexible structure and strong leg muscles allowing them to become the predominant underwater species in the areas where they choose to live.
There are two Gungan races: the lanky Otolla, who sport prominent bills and eyes set on short stalks, and the heavier Ankura, whose eyes are hooded. The Gungan earlobes, called haillu, were most prominent in the Otolla. These earlobes displayed their emotions.
Below you’ll find the rules for adding these races to your game, as well as the rules for their racial mount, the Kaadu. Please note that both types of Gungans come up to 11 Racial Points (RP) as per the guide in the Advanced Player’s Guide, meaning that they are on roughly the same power level as the races presented in the Core Rulebook.
Otolla Gungan (11 RP)
- +2 Dex, +2 Con, -2 Wis. (1 RP) Otolla Gungans are flexible and hardy, but they tend to be gullible.
- Type (0 RP): Otolla Gungans are humanoids with the Gungan subtype.
- Size (0 RP): Otolla Gungans are medium creatures and have no bonuses or penalties due to their size.
- Normal Speed (1 RP) Otolla Gungans have a base speed of 30 feet on land. They also have a swim speed of 40 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
- Darkvision (2 RP): Otolla gungans can see in the dark up to 60 feet.
- Amphibious (2 RP): Otolla gungans are amphibious and can breathe both air and water.
- Jumper (2 RP): Due to the strength of their legs, Otolla gungans are always considered to have a running start when making Acrobatics checks to jump.
- Powerful Swimmer (1 RP): Otolla gungans have strong legs and are excellent swimmers. As such, they receive a +10 foot bonus to their swim speed. (Included in the base speed above).
- Sticky Tongue (2 RP): Otolla gungans have long sticky tongues, and they can make melee attacks with them. This is a secondary attack. A creature hit by this attack cannot move more than 5 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature’s hit points). Otolla gungans cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time.
Ankura Gungan (11 RP)
- +2 Str, +2 Con, -2 Cha. (1 RP) Ankura gungans are strong and hardy, but they tend to be grouchy and disagreeable.
- Type (0 RP): Ankura gungans are humanoids with the Gungan subtype.
- Size (0 RP): Ankura gungans are medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady (1 RP) Ankura gungans have a base speed of 20 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. They are never encumbered by armor on land and only encumbered in water if wearing medium or heavy armor.
- Darkvision (2 RP): Ankura gungans can see in the dark up to 60 feet.
- Amphibious (2 RP): Ankura gungans are amphibious and can breathe both air and water.
- Powerful Swimmer (1 RP): Ankura gungans have strong legs and are excellent swimmers. As such, they receive a +10 foot bonus to their swim speed. (Included in the base speed above).
- Terrifying Croak (2 RP): Once per hour as a standard action, an Ankura Gungan can emit a thunderous croak. Any non-Gungan must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
- Warrior Culture (2 RP): The Ankura gungans are known as terrifying warriors, and once per day, the Ankura Gungan takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Kaadu CR 2
N Large animal
Init +3; Senses low-light vision; Perception +9
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +1
Speed 50 ft., swim 50 ft.
Melee slam +5 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks flatulence
Str 18, Dex 17, Con 16, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +7; CMD 20
Feats Run, Skill Focus (Perception)
Skills Perception +9
The first time that a Kaadu is engaged in melee combat in a 24 hour period, it involuntarily releases a cloud of gas extending in a 15 feet radius. Anyone caught within the 15 feet radius must make a Fortitude save DC 13 or be nauseated for 1d6 rounds. This ability is Constitution-based. Anyone with the Gungan subtype is not affected by this, merely finding the smell unpleasant.
The kaadu are two-legged reptavian at home both on land and in the water: they are excellent runners and strong swimmers, as their lung capacity allowed them to remain underwater for up to two hours. They are very fast, reaching a top speed of 80 kilometers per hour and easily outrunning most other creatures. Kaadu comes in shades of yellow and bright oranges. The area around their eyes was a periwinkle color.
Kaadu have sharp hearing and a keen sense of smell. They lack upper incisors, and as such are unable to chew their food. Their diet consisted primarily of snails, tlickweed, and aquatic plants.
They can be found in huge herds, with females laying their eggs on land, often in fields. Because predators eat kaadu eggs, the average clutch of eggs was large, usually 100–250, thus ensuring at least some of the younglings survived.
Kaadu are known to be fearless, and many are domesticated by Gungan warriors as steeds during times of conflict, or as patrol, animals to police the Gungan cities. Kaadu are highly loyal to their owners, and it is said that a Gungan and his kaadu made an inseparable team. Warriors often decorated their steeds with huge feathers.