The liixak (LEE-shauk; IPA: ˈli.ʃɔk) are known by various names in lands far from their jungle home. Typically known as cat-people or the jaguar-men, they star in tales of adventure where some unwary caravan is set upon by these savage beasts that burst from the shadows and carry off travelers to become a gruesome feast.
In truth, liixak are no more feral and cannibalistic than your average dwarf or elf. When human refugees fled from Chakha to the jungles, the liixak welcomed them, and over time they grew strong together as Aldeemah-Ruhl. Their numbers have dwindled since the Cataclysm and the Scourging of Ruhl, their ancestral capital, but a sizeable population still resides in the jungles.
Physical Description: In general, liixak are slender but muscular. They stand roughly a foot shorter than humans, but often appear even shorter due to a natural tendency to stoop. They have feline features, such as slitted eyes, catlike ears, short facial whiskers and a 2-to-5-foot tail. Their fur is soft and fine, often yellow-orange with black or brown rosettes from their head to their tail, down their back and sides. Other colorings, from red to brown to black, are not unheard-of.
Society: Historically, liixak were a hunter-gatherer society with strong democratic principles. Choice of hunting patterns and grazing lands were made by all adults, while other specific positions were "elected" for as long as needed, and such positions could always be recalled at any time. Ruhl was a yearly meeting place for trade and friendly competitions. Not everyone would show every year, but tribes would attempt to visit at least once every five years. Eventually, a year-round presence developed there and it became a labyrinth of crazy streets and crazier buildings. Aldeemah was patterned after it, but in a much more organized fashion.
Relations: Typically, liixak get along with all races. They have the least experience with dwarves, but a mutual respect exists nonetheless. They are much more likely to accept half-orcs and half-elves, as liixak see other humanoids as largely the same.
Alignment and Religion: The prototypical liixak is neutral good. Their mix of chaotic-leaning tribal and lawful-leaning democracy tend to cancel each other out. Their curious nature makes them lean good, as it's easier to sate curiosity without malice than it is with it.
Adventurers: Their hunter-gatherer background lends itself to being druids and rangers, the latter often using the Unseen Pouncer archetype. But there is also a strong tradition of wizards, barbarians and swashbucklers in their oral history that many modern liixak seek to emulate.
|Alchemist||Gain 1/6 of a new discovery.|
|Barbarian||Add 1 to the barbarian's Fast Movement bonus. In combat this has no effect unless the barbarian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example.|
|Bard||Add +1/2 to the bard's bardic knowledge bonus.|
|Bloodrager||Add 1 to the bloodrager's Fast Movement bonus. In combat this has no effect unless the bloodrager has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example.|
|Cavalier||Add +1/4 to the cavalier's banner bonus.|
|Cleric||Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.|
|Druid||Add 1 hit point to the druid's animal companion. If the druid ever replaces their animal companion, the new animal companion gains these bonus hit points.|
|Fighter||Add 1 to the fighter's CMD when resisting a trip or dirty trick attempt.|
|Gunslinger||Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.|
|Hunter||Gain 1/6 of a bonus teamwork feat.|
|Inquisitor||Add +1/2 to the inquisitor's track bonus.|
|Magus||Add one of the following weapon special abilities to the list of weapon special abilities that may be added to the magus's weapon via use of the arcane pool: allying, conductive, corrosive, corrosive burst, defending, ghost touch, menacing, merciful, mighty cleaving, vicious. Once an ability has been selected with this reward, it cannot be changed.|
|OR: Gain 1/6 of a new magus arcana.|
|Monk||Add 1 to the monk's base land speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.|
|Oracle||Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.|
|Paladin||Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).|
|Ranger||Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).|
|Rogue||Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.|
|Shaman||Add +1/6 to the shaman's class level for the purpose of determining the effects of one hex.|
|Shifter||Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that are feline or normally encountered in jungles.|
|Sorcerer||Select 1 bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.|
|Summoner||Add 1 hit point to the summoner's eidolon.|
|Warpriest||Add +1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Animal, Chaos, Darkness, Plant, Sun or Trickery domains.|
|Witch||Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.|
|Wizard||Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.|
With few roads through the jungle, the Unseen Pouncer has many advantages over an invading foe.
|Level||Abilities||Sneak Attack damage|
|1st||1st favored terrain, track, wild empathy||—|
|2nd||Combat style feat||—|
|3rd||Sneak attack, Endurance||1d6|
|5th||2nd favored terrain||1d6|
|6th||Sneak attack improves, combat style feat||2d6|
|9th||Sneak attack improves, evasion||3d6|
|10th||3rd favored terrain, combat style feat||3d6|
|12th||Sneak attack improves, camoflage||4d6|
|14th||Combat style feat||4d6|
|15th||Sneak attack improves, 4th favored terrain||5d6|
|17th||Hide in plain sight||5d6|
|18th||Sneak attack improves, combat style feat||6d6|
|20th||5th favored terrain, quarry master||6d6|
The Spirited Claw embodies the passion, daring and panache of the liixak swashbucklers of legend.
|1st||Panache, swashbuckler finesse||Derring-do, dodging panache, opportune parry and riposte|
|2nd||Charmed life 3/day||—|
|3rd||Nimble +1||Kip up, magic claws, precise strike, swashbuckler initiative|
|5th||Swashbuckler weapon training +1||—|
|6th||Charmed life 4/day||—|
|7th||Nimble +2||Magic claws (silver/cold iron), whirlwind of claws|
|9th||Swashbuckler weapon training +2||—|
|10th||Charmed life 5/day||—|
|11th||Nimble +3||Evasive, subtle blade, swashbuckler's grace|
|13th||Swashbuckler weapon training +3||—|
|14th||Charmed life 6/day||—|
|15th||Nimble +4||Dizzying defense, swashbuckler's edge|
|17th||Swashbuckler weapon training +4||—|
|18th||Charmed life 7/day||—|
|19th||Nimble +5||Cheat death, deadly stab, magic claws (adamantine)|
|20th||Bonus feat, swashbuckler weapon mastery||—|
|Middle Age1||Old2||Venerable3||Maximum Age|
|40 years||60 years||80 years||+2d20 years|
|1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4ft 10in||+2d8in||120 lbs||×6 lbs|
|Female||4ft 5in||+2d8in||85 lbs||×6 lbs|
You have seen things that cannot be unseen, but it has strengthened your mind.
You gain +1 trait bonus to Will saves.
When you put your mind to it, you can be pretty helpful!
Three times a day, you can focus your attention on an Aid Another action. If you successfully perform it, you grant a +4 bonus instead of the normal +2. If you fail, you still grant a +1 bonus. But if your failure was on a natural 1, it causes you to give a -2 penalty instead.
You have put even more focus into a focused skill.
You gain a +1 trait bonus to a skill of your choice. You cannot take this trait if you do not have the Keen Senses, Quiet, or Distracted Focus racial trait(s), and the skill chosen must be one improved by the racial trait(s) you have. In addition, the skill you choose is always considered a class skill for you.
You are trained in disarming opponents with false claws.
You are proficient with the tekko-kagi, and you gain a +1 trait bonus when using it to perform a disarm or sunder combat maneuver.