Homebrew Spotlight: Gungan

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

August 3, 2017Kim Frandsen Lore Check
Copyright LucasFilm

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:

 “Mesa back!”

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)

Racial Traits

  • +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)

Racial Traits

  • +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.

Related Links

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Continue reading “Homebrew Spotlight: Gungan”

Figure of the Week: Female Elf Fighter

Female Elf Fighter

Today’s figure is a vintage Ral Partha figure from 1990. She is a female elf fighter or ranger: wearing a chain shirt, a leather harness, pauldrons and greaves, wielding a longsword and shield. I could not find her figure online and don’t remember where I bought her, probably a game store in Georgia.


Since she is an elf, I painted her in woodland colors so she would blend in. I used her for a woodland sentinel (ranger) character that I played years ago, while we still adventured in 3rd edition.


Figure of the Week: Elven Rogue

Figure of the Week: Amberlynn, Dragon Slayer




Figure of the Week: Nicole of the Blade

Todays Reaper Sisters of the Blade (also Warlord) figure is Nicole of the Blade. She is wearing half-plate and chainmail, wielding a longsword and shortsword (or long dagger). From the description, she is a paladin from the mercenary troupe known as the Sisters of the Blade.

Here are some links to buy this figure:



Tales of the brutal unrest in Taltos have spread far across the land.  Rumors of uncountable wealth for the bold have spread far and wide. From the far North, Nicole has come at the head of an all-female mercenary troupe known as the Sisters Of The Blade. Though remarkably young for her position, Nichole’s long list of victorious campaigns is enough to quell any detractors.  Her troops follow her command without hesitation. She views Taltos as a rough, freely-bleeding wound on the face of the land, one that can be staunched by applying adequate pressure to the points that require it. Of course, like all things, that pressure will come with a fitting price attached.


Figure of the Week: Quaggoth Slave

Today’s figure is from Wizards of the Coast, a Quaggoth Slave. He is on wearing a kilt/wrap. with no weapons (I removed the ax). I painted him with badger markings.

This was a new race that I created, originally in 3.0, but its been updated to Pathfinder. This is the closest figure that I could find. Below are the stats:


Badgen (12 RP)

Medium Humanoid


Racial Traits

  • +2 Strength, +2 Constitution, -2 Charisma. (0 RP)
  • Medium: Badgen have no bonuses or negatives due to their size. (0 RP)
  • Slow Speed: Badgen are slow and steady, they have a 20 ft movement, (-1 RP)
    • Burrow: Badgen have a 10 ft speed, they can dig a room (den) for a Medium-sized creature in 1 hour. (2 RP)
  • Darkvision: Badgen have darkvision of 60 ft. (2 RP)
  • Natural Armor: Badgen have a tough hide and gain a +1 to Natural Armor. (2 RP)
  • Relentless: Badgen gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. (1 RP)
  • Stubborn: Badgen gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round but can try the other on the second round if the first reroll ability fails. (2 RP)
  • Stonecunning: Badgen receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. (1 RP)
  • Stone Sense: Badgen gain tremorsense 10 feet. They can feel movement in the very earth and stones around them. (2 RP)
  • Craftsmen: Badgen gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)
  • Languages: Badgen and Common. Bonus: Aquan, Dwarven, Elven, Lutra, and Draconic.


Alternate Racial Traits

  • Cornered Fury: Whenever a Badgen is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Replaces burrow and stone sense.
  • Ferocity: Badgen gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. Replaces natural armor and stubborn.
  • Stability: Badgen receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Replaces relentless or craftsman.
  • Scent: Badgen gain the scent ability. Replaces stubborn and stonesense.